This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
EQUIPMENT
Coins
The most common coin that adventurers use is the gold piece (gp). A skilled (but not exceptional) artisan can earn a gold piece a day. The gold piece is the standard unit of measure for wealth.
The most prevalent coin among commoners is the silver piece (sp). A gold piece is worth 10 silver pieces.
Each silver piece is worth 10 copper pieces (cp).
Merchants also recognize platinum pieces (pp), which are each worth 10 gp.
The standard coin weighs about a third of an ounce (fifty to the pound).
TRADE
In general, something can be sold for half its listed price.
Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don't have to worry about it.
Table: Trade Goods
Commodity Cost
--------- ----
Chicken, 1 2 cp
Cinnamon, 1 lb. 1 gp
Copper, 1 lb. 5 sp
Cow, 1 10 gp
Dog, 1 25 gp
Flour, 1 lb. 2 cp
Ginger or pepper, 1 lb. 2 gp
Goat, 1 1 gp
Gold, 1 lb. 50 gp
Iron, 1 lb. 1 sp
Linen, 1 lb. (sq. yard) 4 gp
Commodity Cost
--------- ----
Ox, 1 15 gp
Pig, 1 3 gp
Saffron or cloves, 1 lb. 15 gp
Salt, 1 lb. 5 gp
Sheep, 1 2 gp
Silk, 1 lb. (2 sq. yards) 20 gp
Silver, 1 lb. 5 gp
Tea leaves, 1 lb. 2 sp
Tobacco, 1 lb. 5 sp
Wheat, 1 lb. 1 cp
WEAPONS & ARMOR
Weapon Categories
Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).
If a character uses a weapon with which the character is not proficient, the character suffers a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).
Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.
Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed, and a character's Strength bonus is added to the damage.
Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.
A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.
Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.
Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.
Table: Weapons
Simple Weapons-Melee
Range
Weapon Cost Damage Critical Increment Weight Type**
------ ---- ------ -------- --------- ------ ------
Unarmed Attacks
Gauntlet 2 gp * * - 2 lb. (B)
Strike, unarmed (Medium-size) - 1d3S X2 - - (B)
Strike, unarmed (Small) - 1d2S X2 - - (B)
Tiny
Dagger 2 gp 1d4 19-20/X2 10 ft. 1 lb. (P)
Dagger, punching 2 gp 1d4 X3 - 2 lb. (P)
Gauntlet, spiked 5 gp 1d4 X2 - 2 lb. (P)
Small
Mace, light 5 gp 1d6 X2 - 6 lb. (B)
Sickle 6 gp 1d6 X2 - 3 lb. (S)
Medium-size
Club - 1d6 X2 10 ft. 3 lb. (B)
Halfspear 1 gp 1d6 X3 20 ft. 3 lb. (P)
Mace, heavy 12 gp 1d8 X2 - 12 lb. (B)
Morningstar 8 gp 1d8 X2 - 8 lb. (B&P)
Large
Quarterstaff - 1d6/1d6 X2 - 4 lb. (B)
Shortspear 2 gp 1d8 X3 20 ft. 5 lb. (P)
Simple Weapons-Ranged
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Small
Crossbow, light 35 gp 1d8 19-20/X2 80 ft. 6 lb. (P)
Bolts, crossbow (10) 1 gp - - - 1 lb. -
Dart 5 sp 1d4 X2 20 ft. 1/2 lb. (P)
Sling - 1d4 X2 50 ft. 0 lb. (B)
Bullets, sling (10) 1 sp - - - 5 lb. -
Medium-size
Crossbow, heavy 50 gp 1d10 19-20/X2 120 ft. 9 lb. (P)
Bolts, crossbow (10) 1 gp - - - 1 lb. -
Javelin 1 gp 1d6 X2 30 ft. 2 lb. (P)
Martial Weapons-Melee
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Small
Axe, throwing 8 gp 1d6 X2 10 ft. 4 lb. (S)
Hammer, light 1 gp 1d4 X2 20 ft. 2 lb. (B)
Handaxe 6 gp 1d6 X3 - 5 lb. (S)
Lance, light 6 gp 1d6 X3 - 5 lb. (P)
Pick, light 4 gp 1d4 X4 - 4 lb. (P)
Sap 1 gp 1d6S X2 - 3 lb. (B)
Sword, short 10 gp 1d6 19-20/X2 - 3 lb. (P)
Medium-size
Battleaxe 10 gp 1d8 X3 - 7 lb. (S)
Flail, light 8 gp 1d8 X2 - 5 lb. (B)
Lance, heavy 10 gp 1d8 X3 - 10 lb. (P)
Longsword 15 gp 1d8 19-20/X2 - 4 lb. (S)
Pick, heavy 8 gp 1d6 X4 - 6 lb. (P)
Rapier 20 gp 1d6 18-20/X2 - 3 lb. (P)
Scimitar 15 gp 1d6 18-20/X2 - 4 lb. (S)
Trident 15 gp 1d8 X2 10 ft. 5 lb. (P)
Warhammer 12 gp 1d8 X3 - 8 lb. (B)
Large
Falchion 75 gp 2d4 18-20/X2 - 16 lb. (S)
Flail, heavy 15 gp 1d10 19-20/X2 - 20 lb. (B)
Glaive 8 gp 1d10 X3 - 15 lb. (S)
Greataxe 20 gp 1d12 X3 - 20 lb. (S)
Greatclub 5 gp 1d10 X2 - 10 lb. (B)
Greatsword 50 gp 2d6 19-20/X2 - 15 lb. (S)
Guisarme 9 gp 2d4 X3 - 15 lb. (S)
Halberd 10 gp 1d10 X3 - 15 lb. (P&S)
Longspear 5 gp 1d8 X3 - 9 lb. (P)
Ranseur 10 gp 2d4 X3 - 15 lb. (P)
Scythe 18 gp 2d4 X4 - 12 lb. (P&S)
Martial Weapons-Ranged
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Medium-size
Shortbow 30 gp 1d6 X3 60 ft. 2 lb. (P)
Arrows (20) 1 gp - - - 3 lb. -
Shortbow, composite 75 gp 1d6 X3 70 ft. 2 lb. (P)
Arrows (20) 1 gp - - - 3 lb. -
Large
Longbow 75 gp 1d8 X3 100 ft. 3 lb. (P)
Arrows (20) 1 gp - - - 3 lb. -
Longbow, composite 100gp 1d8 X3 110 ft. 3 lb. (P)
Arrows (20) 1 gp - - - 3 lb. -
Exotic Weapons-Melee
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Tiny
Kama,halfling 2 gp 1d4 X2 - 1 lb. (S)
Kukri 8 gp 1d4 18-20/X2 - 3 lb. (S)
Nunchaku,halfling 2 gp 1d4 X2 - 1 lb. (B)
Siangham,halfling 2 gp 1d4 X2 - 1 lb. (P)
Small
Kama 2 gp 1d6 X2 - 2 lb. (S)
Nunchaku 2 gp 1d6 X2 - 2 lb. (B)
Siangham 3 gp 1d6 X2 - 1 lb. (P)
Medium-size
Sword, bastard 35 gp 1d10 19-20/X2 - 10 lb. (S)
Waraxe, dwarven 30 gp 1d10 X3 - 15 lb. (S)
Large
Axe, orc double 60 gp 1d8/1d8 X3 - 25 lb. (S)
Chain, spiked 25 gp 2d4 X2 - 15 lb. (P)
Flail, dire 90 gp 1d8/1d8 X2 - 20 lb. (B)
Sword,two-bladed 100gp 1d8/1d8 19-20/X2 - 30 lb. (S)
Exotic Weapons-Ranged
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Tiny
Crossbow, hand 100gp 1d4 19-20/X2 30 ft. 3 lb. (P)
Bolts (10) 1 gp - - - 1 lb. -
Shuriken 1 gp 1 X2 10 ft. 1/10 lb.(P)
Small
Whip 1 gp 1d2S X2 15 ft. 2 lb. (S)
Medium-size
Crossbow, repeating 250gp 1d8 19-20/X2 80 ft. 16 lb. (P)
Bolts (5) 1 gp - - - 1 lb. -
Net 20 gp * * 10 ft. 10 lb. -
Asian Weapons-Ranged
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Small
Blowgun 1 gp 1 x2 10 ft. 2 lb. (P)
Needles, blowgun (20) 1 gp - - - * -
Asian Weapons-Melee
Range
Weapon Cost Damage Critical Increment Weight Type
------ ---- ------ -------- --------- ------ ----
Small
Wakizashi** 300 gp 1d6 19-20/?2 - 3 lb. (S)
Medium-size
Katana† 400 gp 1d10 19-20/?2 - 6 lb. (S)
Large
Kusari-gama 10 gp 1d6/1d4 x2 - 3 lb. (S/B)
*No weight worth noting.
**Except as indicated, same as masterwork short sword.
†Except as indicated, same as masterwork bastard sword.
Weapon Qualities
Cost: This is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.
Damage: The Damage column gives the damage dealt with a weapon when a hit is scored. If the damage is designated "S", then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, then the weapon is a double weapon, and the full attack full-round action can be used to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack.
Weapon Size and Damage
As a weapon gets larger or smaller, the damage it deals changes according to the following progression:
One Size Smaller Original Damage One Size Larger
---------------- --------------- ---------------
1 1d2 1d3
1d2 1d3 1d4
1d3 1d4 1d6
1d4 1d6 1d8
1d6 1d8 2d6
1d6 1d10 2d6
1d8 1d12 2d8
For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8), and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8).
A weapon reduced in size so that it does less than 1 point of damage is useless.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When a critical hit is scored, roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.
Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when a critical hit is scored.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty to the attack roll.
Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.
Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.
Weight: This column gives the weapon's weight.
Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.
Special: Some weapons have special features, such as reach. See the weapon descriptions.
Weapon Descriptions
Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing.
Axe, Orc Double: An orc double axe is a double weapon. A creature using a double weapon in one hand can't use it as a double weapon.
Blowgun: This is used to fire small needles a long distance. It is silent, and its needles most often are used to poison foes.
Needles, Blowgun: These 2-inch-long iron needles are sold in small wooden cases of 20. A full case is so light that its weight is negligible. The tips of the needles are often coated with poison such as greenblood oil, bloodroot, blue whinnis, shadow essence, or even deathblade.
Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.
Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.
Chain, Spiked: A spiked chain has reach of 10 feet. In addition, the weapon can be used against an adjacent foe.
Because the chain can wrap around an enemy's leg or other limb, a trip attack can be made with it. If a character using a Spiked Chain is tripped during the character's trip attempt, the chain can be dropped to avoid being tripped.
When using a spiked chain, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent).
Use the Weapon Finesse feat to apply a character’s Dexterity modifier instead of the Strength modifier to attack rolls with a spiked chain.
Club: A wooden club is so easy to find and fashion that it has no cost.
Crossbow, Hand: Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.
Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).
Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.
A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with each hand as noted for heavy crossbows, above.
Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, the crossbow can be shot according to a character's normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.
Dagger: The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.
Dagger, Punching: This dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.
Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.
Flail, Dire: A dire flail is a double weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can't use it as a double weapon.
With a dire flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if the character fails to disarm the enemy).
Use this weapon to make trip attacks. If a character is tripped during his or her own trip attempt, the dire flail can be dropped to avoid being tripped.
Flail, Heavy or Light: With a flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if the character fails to disarm the enemy).
Use this weapon to make trip attacks. If the character is tripped during his or her own trip attempt, the flail can be dropped to avoid being tripped.
Gauntlet: These metal gloves protect the hands and let character's deal normal damage with unarmed strikes rather than subdual damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet.
Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked: An opponent cannot use a disarm action to disarm a character's spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive: A glaive has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.
Guisarme: A guisarme has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Because of the guisarme's curved blade, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the guisarme can be dropped to avoid being tripped.
Halberd: Normally, a character strikes with the halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, a character can use it to make trip attacks. If a character is tripped during his or her own trip attempt, the halberd can be dropped to avoid being tripped.
Halfspear: The halfspear is small enough for a Small character to use it.
Hammer, Light: This is a small sledge light enough to throw.
Javelin: This weapon is a light, flexible spear intended for throwing. It can be used in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer -4 on their melee attack rolls.
Kama: A monk using a kama can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.
Katana: While functionally a bastard sword, this sword is the most masterfully made nonmagical weapon in existence. It counts as a masterwork weapon and grants its wielder a +1 bonus to attack rolls. A katana is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size creature can use a katana two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. With Exotic Weapon Proficiency (katana), a Medium-size creature can use it in one hand. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.
Kusari-Gama: This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that 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. If used as two weapons it can only be used to strike adjacent opponents.
If used as a reach weapon, a kusari-gama can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. In this case, only one end of the kusari-gama can be used effectively; it cannot be used as a double weapon. The character chooses which end to use when used as a range weapon. The sickle end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
A kusari-gama can be used to make trip attacks. If the wielder is tripped during his or her own trip attempt, the kusari-gama can be dropped to avoid being tripped.
The kusari-gama gives a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed after failing to disarm the opponent).
Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a kusari-gama.
Lance, Heavy or Light: A lance deals double damage when used from the back of a charging mount. A heavy lance has reach of 10 feet. The weapon cannot be used against an adjacent foe. Light lances are primarily for Small riders.
Longbow: A character needs at least two hands to use a bow, regardless of the size of the bow. This bow is too big to use while mounted.
Longbow, Composite: A character needs at least two hands to use a bow, regardless of the size of the bow. A character must be at least Medium-size to use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.
Longspear: A longspear has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Mighty Composite Longbow or Shortbow: A mighty bow is a composite bow made with an especially heavy pull to allow a strong archer to take advantage of an above-average Strength. The mighty bow allows a character to add his or her Strength bonus to damage up to the maximum bonus listed.
Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. It can be used to entangle opponents.
When a net is thrown, make a ranged touch attack against the target. A net's maximum range is 10 feet, and the character suffers no range penalties to throw it even to its maximum range. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the character takes control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.
The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).
A net is only useful against creatures between Tiny and Large size, inclusive. A net must be folded to be thrown effectively. The first time a net is thrown in a fight, the attacker must make a normal ranged touch attack roll. After the net is unfolded, the character suffers a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku: A monk using a nunchaku fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.
Pick, Heavy or Light: A pick is designed to concentrate its force on a small, penetrating point. A light or heavy pick resembles a miner's pick but is specifically designed for war.
Quarterstaff: A quarterstaff is a double weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.
Ranseur: A ranseur has reach of 10 feet. The weapon cannot be used against an adjacent foe.
With a ranseur, add a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).
Rapier: Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a rapier.
Sap: A sap comes in handy when a character wants to knock an opponent out instead of killing him.
Scimitar: The curve on this blade makes the weapon's edge effectively sharper.
Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
Shortbow: A character must use two hands to use a bow, regardless of the size of the bow. A character who is Medium-size or larger can use this bow while mounted.
Shortbow, Composite: A character must use at least two hands to use a bow, regardless of the size of the bow. A character who is Small or larger can use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.
Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.
Shuriken: Up to three shuriken can be thrown per attack (all at the same target). Do not apply the Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.
Siangham or Halfling Siangham: A monk using a siangham fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling siangham is for Small monks.
Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.
Sling: The sling hurls lead bullets. It's not as easy to use as the crossbow nor as powerful as a bow, but it's cheap, and easy to improvise from common materials. Druids and halflings favor slings.
A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so they deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.
Strike, Unarmed: A Medium-size character deals 1d3 points of subdual damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that provide a bonus to weapon damage.
Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Sword, Short: This sword is popular as an off-hand weapon or as a primary weapon for Small characters.
Sword, Two-Bladed: A two-bladed sword is a double weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can't use it as a double weapon.
Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons.
Wakizashi: This small, slightly curved short sword is made with a skill only masterful weaponsmiths possess. It counts as a masterwork weapon and grants its wielder a +1 bonus to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Weapon, Masterwork: These well-made weapons add a +1 bonus to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.
Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped.
When using a whip, add a +2 bonus on the 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).
Table: Armor
Armor
Armor Max Check ---- Speed ----
Armor Cost Bonus Dex Penalty (30ft) (20ft) Weight
----- ---- ----- --- ------- ------ ------ ------
Light armor
Padded 5 gp +1 +8 0 30 ft. 20 ft. 10 lb.
Leather 10 gp +2 +6 0 30 ft. 20 ft. 15 lb.
Studded leather 25 gp +3 +5 -1 30 ft. 20 ft. 20 lb.
Chain shirt 100gp +4 +4 -2 30 ft. 20 ft. 25 lb.
Medium armor
Hide 15 gp +3 +4 -3 20 ft. 15 ft. 25 lb.
Scale mail 50 gp +4 +3 -4 20 ft. 15 ft. 30 lb.
Chainmail 150gp +5 +2 -5 20 ft. 15 ft. 40 lb.
Breastplate 200gp +5 +3 -4 20 ft. 15 ft. 30 lb.
Heavy armor
Splint mail 200gp +6 +0 -7 20 ft.* 15 ft.* 45 lb.
Banded mail 250gp +6 +1 -6 20 ft.* 15 ft.* 35 lb.
Half-plate 600gp +7 +0 -7 20 ft.* 15 ft.* 50 lb.
Full plate 1,500gp +8 +1 -6 20 ft.* 15 ft.* 50 lb.
Shields
Armor Max Check ---- Speed ---
Armor Cost Bonus Dex Penalty (30ft) (20ft) Weight
----- ---- ----- --- ------- ------ ------ ------
Buckler 15 gp +1 - -1 - - 5 lb.
Shield, small, wooden 3 gp +1 - -1 - - 5 lb.
Shield, small, steel 9 gp +1 - -1 - - 6 lb.
Shield, large, wooden 7 gp +2 - -2 - - 10 lb.
Shield, large, steel 20 gp +2 - -2 - - 15 lb.
Shield, tower 30 gp ** - -10 - - 45 lb.
Extras
Armor Max Check ---- Speed ---
Armor Cost Bonus Dex Penalty (30ft) (20ft) Weight
----- ---- ----- --- ------- ------ ------ ------
Armor spikes +50gp - - - - - +10lb.
Gauntlet, locked 8 gp - - Special - - +5lb.
Shield spikes +10gp - - - - - +5lb.
*When running in heavy armor, a character moves only triple speed, not quadruple.
Table: Arcane Spell Failure
Armor Failure
----- -------
Light armor
Padded 5%
Leather 10%
Studded leather 15%
Chain shirt 20%
Medium armor
Hide 20%
Scale mail 25%
Chainmail 30%
Breast-plate 25%
Heavy armor
Splint mail 40%
Banded mail 35%
Half-plate 40%
Full plate 35%
Shields
Buckler 5%
Shield, small, wooden 5%
Shield, small, steel 5%
Shield, large, wooden 15%
Shield, large, steel 15%
Shield, tower 50%
Arcane Spell Failure: Armor interferes with the gestures that are needed to make to cast an arcane spell.
Casting an Arcane Spell in Armor: When casting an arcane spell while wearing armor, a character must make an arcane spell failure roll. The number in the Arcane Spell Failure is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component it can be cast without making the arcane spell failure roll.
Armor Qualities
Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, select the Armor Proficiency feats.
Cost: The cost of the armor.
Armor Bonus: The protective value of the armor. Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase an armor bonus, such as the mage armor spell or bracers of armor.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing a character's ability to dodge blows.
Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus.
Shields: Shields do not affect the maximum Dexterity bonus.
Armor Check Penalty: Anything heavier than leather hurts the ability to use some skills.
Skills: The armor check penalty number is the armor check penalty applied to certain skill checks.
Shields: Both armor check penalties apply when wearing armor and shield.
Nonproficient with Armor Worn: If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Sleeping in Armor: If a character sleeps in a suit of armor with an armor check penalty of -5 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.
Shields: Both spell failure chances should be combined when wearing armor and shield..
Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor.
Shields: Shields do not affect speed.
Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.
Getting Into and Out of Armor: The time required to don armor depends on its type.
Don: This column records how long it takes to put the armor on. (One minute is 10 rounds.)
Don Hastily: This column records how long it takes to put the armor on in a hurry. Hastily donned armor has an armor check penalty and armor bonus each 1 point worse than normal.
Remove: This column records how long it takes to get the armor off.
Table: Donning Armor
Armor Type Don Don Hastily Remove
---------- --- ----------- ------
Padded, leather, hide, studded leather,
or chain shirt 1 minute 5 rounds 1 minute*
Breastplate, scale mail, chainmail, banded mail,
or splint mail 4 minutes* 1 minute 1 minute*
Half-plate or full plate 4 minutes** 4 minutes* 1d4+1 minutes*
*If a character has some help, cut this time in half. A
single character doing nothing else can help one or two adjacent characters.
Two characters can't help each other don armor at the same time.
**A character must have help to don this armor. Without help, it can only be
donned hastily.
Armor for Unusual Creatures
The information on Table: Armor is for Medium-size creatures. Armor for Tiny or smaller creatures costs half as much as that for Medium-size creatures, provides half as much protection, and weighs one-tenth or less as much. Armor for Large characters costs double and weighs twice as much, and for Huge creatures it costs quadruple and weighs five times as much. Armor for even larger creatures must be specially made and has no standard price or weight.
Armor for a nonhumanoid creature costs twice as much as the same armor for a humanoid.
Armor Descriptions
The types of armor found on Table: Armor are described below.
Armor Spikes: Spikes can be added to armor. They deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If a character is not proficient with them, the character suffers a -4 penalty on grapple checks when trying to use them. A regular melee attack (or off-hand attack) can be made with the spikes, and they count as a light weapon in this case.
An enhancement bonus on a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.
Banded Mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
Breastplate: A breastplate covers the front and back. It
comes with a helmet and matching greaves (plates to cover the lower legs). A
light suit or skirt of studded leather beneath the breastplate protects limbs
without restricting
movement much.
Buckler: This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
Chain Shirt: A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
Chainmail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4X100) gold pieces.
Full plate is also known as field plate.
Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach her weapon so that it cannot be dropped easily. It adds a +10 bonus to any roll to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given only applies if the character is wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet the character already has as part of the armor.
While the gauntlet is locked, the hand wearing can't be used for casting spells or employing skills.
Like a normal gauntlet, a locked gauntlet deals normal damage rather than subdual damage with an unarmed strike.
Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
Padded: Padded armor features quilted layers of cloth and batting.
Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
Small Shield: A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
Large Shield: A large shield is too heavy to use the shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as warp wood and heat metal).
Shield Bash Attacks: An opponent can be bashed with a shield, using it as an off-hand weapon. A Medium-size character deals 1d4 points of damage (X2 crit) with a large shield or 1d3 (X2 crit) with a small one. (The tower shield cannot be used to perform the bash action.) A Small character deals 1d3 points of damage (X2 crit) with a large shield or 1d2 (X2 crit) with a small one. Used this way, the shield is a martial bludgeoning weapon. For purposes of attack penalties, treat a shield as a light weapon. If the shield is used as a weapon, lose its AC bonus until the character's next action (usually until the next round).
Shield Spikes: These spikes turn a shield into a martial piercing weapon that deals 1d6 points of damage (X2 crit) no matter whether the shield is small or large. Buckler or tower shields cannot have shield spikes.
Shield, Tower: This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
Splint Mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
Studded Leather: This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
Table: Special and Superior Items
Weapon or Armor Cost
--------------- ----
Weapon, masterwork +300 gp*
Arrow, bolt, or bullet, masterwork 7 gp
Arrow, bolt, or bullet, silvered 1 gp
Dagger, silvered 10 gp
Mighty composite shortbow
(+1 Str bonus) 150 gp
(+2 Str bonus) 225 gp
Mighty composite longbow
(+1 Str bonus) 200 gp
(+2 Str bonus) 300 gp
(+3 Str bonus) 400 gp
(+4 Str bonus) 500 gp
Armor or shield, masterwork +150 gp
Table: Grenadelike Weapons
-- Damage -- Range
Weapon* Cost Direct Hit Splash Increment Weight
------- ---- ---------- ------ --------- ------
Acid (flask) 10 gp 1d6 1 pt** 10 ft. 1 1/4 lb.
Alchemist's fire
(flask) 20 gp 1d6 1 pt** 10 ft. 1 1/4 lb.
Holy water
(flask) 25 gp 2d4 1 pt** 10 ft. 1 1/4 lb.
Tanglefoot bag 50 gp Entangles - 10 ft. 4 lb.
Thunderstone 30 gp Sonic - 20 ft. 1 lb.
*Grenadelike weapons require no proficiency to use. See
text for full details on using these weapons.
**Grenadelike weapons deal splash damage to all creatures within 5 feet of
where they land.
Armor or Shield, Masterwork: These well-made items function like the normal versions except that their armor check penalties are reduced by 1.
Arrow, Bolt, or Bullet, Masterwork: A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound that a +1 bonus on attack rolls is added when using it. This bonus stacks with any bonus a character might get by using a masterwork bow, crossbow, or sling. The projectile is damaged (effectively destroyed) when it is used.
Arrow, Bolt, or Bullet, Silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.
Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.
Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider on a direct hit or 1 point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus, a character can only douse an incorporeal creature with holy water if he or she is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
Temples to good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: Throw this round leather bag full of alchemical goo as a grenadelike weapon. When the bag is thrown against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.
A character who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off himself, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.
Thunderstone: Throw this stone as a grenadelike weapon. When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.
Tindertwig: The alchemical substance on the end of this
small, wooden stick ignites when struck against a rough surface. Creating a
flame with a tindertwig is much faster than creating a flame with flint and
steel (or a magnifying glass) and
tinder. Lighting a torch with a tindertwig is a standard action (rather than a
full-round action), and lighting any other fire with one takes at least a
standard action.
Table: Siege Engines
Item Cost Damage Critical Range Increment Crew
---- ---- ------ -------- --------------- ----
Catapult, heavy (100 ft. minimum) 800 gp 5d6 - 200 ft. 5
Catapult, light (100 ft. minimum) 550 gp 3d6 - 150 ft. 2
Ballista 500 gp 3d6 X3 120 1
Ram 2,000 gp 4d6 ?3 - 10
Siege tower 1,000 gp
Catapult, Heavy: A heavy catapult is a large engine capable of throwing rocks or heavy objects with great force. When fired, one of the crew makes a Profession (siege engineer) check (DC 20). If successful, where the object actually lands is determined by rolling 1d12 and consulting the Deviation (10 Ft. to 16 Ft.) Diagram on page 68. The center is the desired target. If the check is failed, the DM secretly rolls and consults the same deviation diagram. The result is now where the catapult is actually aimed. This new result is used as the center to determine the actual deviation of the attack. For example, a catapult is used to attack a stone tower. The Profession (siege engineer) check fails, so the DM rolls 1d12 and gets an 11. By consulting the diagram, she determines that the actual target is 10 feet from the desired target, behind and to the left. Now, a crew member rolls 1d12 and gets an 8. After consulting the Deviation (10 Ft. to 16 Ft.) Diagram on page 68 to see where the object goes, the DM ascertains that it falls 10 feet short and to the left of the actual target, which is 20 feet to the left of the desired target.
Loading the catapult and preparing it to fire takes the full crew 8 full rounds. Initially aiming (or reaiming) takes 10 minutes in addition to loading and preparation time. Three to four crew members can operate the device in three times this time. Fewer than three crew members cannot operate the device.
Catapult, Light: This is a smaller, lighter version of the heavy catapult (see that entry for how to operate it). Two crew members can load and prepare this device in 5 full rounds and aim (or reaim) in 5 minutes. One person can crew the engine, but it takes three times the time to aim and prepare.
Ballista: The ballista is essentially a very large crossbow. It makes attacks with a straight attack roll (1d20) with no modifications (no character base attack bonuses, ability modifiers, etc.) except for range. Loading and cocking a ballista is 3 full-round actions.
Ram: This heavy pole is suspended from a movable scaffold that allows the crew to swing it back and forth against construction. Make an unmodified attack roll against the AC of the construction, with failed attempts dealing no significant damage. The ram can be used to make an attack every 3 rounds if fully crewed. With five to nine people, it can be used every 6 rounds. Fewer than five people cannot operate it.
Siege Tower: This is a large wooden tower on wheels or rollers that can be rolled up against a wall to allow attackers to scale the tower and thus to get to the top of the wall with cover. The wooden walls are usually 1 foot thick.