Weapons

Weapon Types

Weapons are divided into several basic types

Unarmed Attacks: Without special training, fighting without a weapon is quite difficult (See Unarmed Attacks, page ???)

Simple and Martial Weapons: Most characters have proficiency with simple weapons. Better trained characters have proficiency with martial weapons as well. A character who uses a weapon with which they are not proficient takes 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 (in which case their statistics may change). Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Weapon Tables

Unarmed Attacks
Name Price Damage Range Weight Type Tags
Unarmed Strike   1d3 --- --- Bludgeoning Nonlethal
Simple Melee Weapons
Name Price Damage Range Weight Type Tags
Club   1d6 --- 3 lb Bludgeoning Versatile
Dagger   1d4 10 ft 1 lb Piercing/Slashing Thrown
Mace   1d8 --- 4 lb Bludgeoning Versatile
Pike   1d8 --- 5 lb Piercing Reach, Ready for Charge, Fragile
Quarterstaff   1d6 --- 4 lb Bludgeoning Finesse, Two Handed
Spear   1d8 20 ft 4 lb Piercing Ready for Charge, Fragile, Thrown, Special
Warclub   1d8 --- 6 lb Bludgeoning Two Handed
Warmace   1d10 --- 7 lb Bludgeoning Two Handed, Clumsy
Simple Ranged Weapons
Name Price Damage Range Weight Type Tags
Arbalest   1d8+5 100 ft 10 lb Piercing Projectile, Loading III
Dart   1d4 40 ft 1 lb Piercing Thrown, Light
Heavy Crossbow   1d6+4 70 ft 6 lb Piercing Projectile, Loading II
Heavy Javelin   1d8 20 ft 3 lb Piercing Thrown
Javelin   1d6 30 ft 2 lb Piercing Thrown
Light Crossbow   1d6+2 60 ft 4 lb Piercing Projectile, Loading I
Sling   1d6 60 ft 0 lb Blusgeoning Projectile, Special
Martial Melee Weapons
Name Price Damage Range Weight Type Tags
Arming Sword   1d8 --- 3 lb Piercing/Slashing Versatile
Battleaxe   1d8 --- 4 lb Slashing Versatile
Flail   1d10 --- 5 lb Bludgeoning Hand and a half, Trip, Disarming , Special
Greataxe   1d12 --- 7 lb Slashing Two Handed
Greatsword   1d12 --- 6 lb Slashing Two Handed
Halberd   1d10 --- 7 lb Piercing/Slashing Ready for Charge, Trip, Two Handed
Handaxe   1d6 20 ft 2 lb Slashing Light, Thrown
Heavy Flail   1d12 --- 6 lb Bludgeoning Two Handed, Clumsy, Trip, Disarming, Special
Longaxe   1d10 --- 5 lb Slashing Hand and a Half
Longsword   1d10 --- 4 lb Piercing/Slashing Hand and a half
Rapier   1d8 --- 3 lb Piercing Finesse, Fragile
Shortsword   1d6 --- 2lb Piercing/Slashing Light
Martial Ranged Weapons
Name Price Damage Range Weight Type Tags
Longbow   1d8 100 ft 3 lb Piercing Projectile, Strength Rated
Shortbow   1d6 60 ft 2 lb Piercing

Projectile, Strength Rated

Weapon Tags

Many weapons have special properties.

Clumsy: You take a -1 penalty to AC when using a clumsy weapon.
Disarming: This weapon grants a +2 bonus on disarm attempts.
Finesse: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon, even though it isn't a light weapon.
Fragile: This weapon has a 25% chance to break on a natural 1.
Hand and a Half: This weapon can be used in one or two hands, but is somewhat clumsy when used with only one (-1 AC).
Light: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon.
Loading: You must spend a number of full round actions loading this weapon before it can be fired. The number of rounds varies by weapon: Loading I weapons require one round, Loading III three rounds, etc.
Nonlethal: This weapon does not normally create wounds or cause a creature to become dying. See nonlethal damage.
Projectile: This weapon requires ammunition to fire. A projectile weapon has a maximum range of 10 increments.
Reach: You can threaten and can attack enemies 10 ft away with a reach weapon, but you don’t threaten adjacent squares. You take a -4 penalty on attacks against adjacent enemies.
Ready for Charge: If you use a ready action to set a spear against a charge, any hit against a charging creature is a critical hit.
Special: This weapon has unique properties, detailed in its description.
Strength-rated: Projectile weapons of this type are made with strength ratings. If your strength bonus is below your weapon’s strength rating, you take a -4 penalty on attack rolls. You can add your strength bonus on damage rolls with such a weapon, up to the strength rating of the weapon.
Thrown: Thrown weapons can be thrown as a ranged attack. You can apply your strength bonus to damage rolls with a thrown weapon. A thrown weapon has a maximum range of 5 increments.
Trip: You can make trip attacks with a this weapon. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
Two Handed: This weapon must be used in two hands.
Versatile: This weapon can be used in one or two hands, without penalty. If you wield it in two hands, you add 1.5 times your strength bonus (instead of 1.0).

Weapon Descriptions

Arbalest: A very heavy crossbow with a steel prod and a special winch to draw it back. Its cost, bulk, and long loading time limit its battlefield use greatly; Imperial garrisons favor it for picking off besieging troops.
Arming Sword: A very common one-handed sword. Often carried as a sidearm, or as a primary weapon alongside a shield.
Battleaxe: A one-handed axe, weighted as a weapon rather than a tool.
Club: A simple bludgeon or cudgel, used by watchmen where drunks are a greater threat than bandits, and improvised by anyone in need of a weapon immediately.
Crossbow, Heavy: The most common variety of crossbow. Easier to use than a bow, but less effective at range. You can fire a heavy crossbow with one hand, but you take a -4 penalty on the attack.
Crossbow, Light: A less powerful crossbow, often used for hunting. You can fire a light crossbow with one hand, but you take a -4 penalty on the attack.
Dagger: A large knife, ubiquitous as a secondary weapon.
Dart: Essentially a light javelin, a dart is shorter but weighted to increase its penetrating power.
Flail: Capable of powerful strikes, but also useful for trapping enemy weapons and pulling enemies off their feet. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.
Flail, Heavy: A mighty two-handed flail, often with a long haft. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.
Greataxe: A two handed axe, capable of delivering terrible blows.
Greatsword: A reliable and powerful two-handed sword, popular with adventurers and sellswords who can afford it.
Halberd: A highly versatile polearm, capable of cutting with its axe-head and thrusting with its spear point. This spear head can be set against a charge, and the back-spike can be used to pull enemies of their feet or from their saddles.
Handaxe: A hatchet, useful as a tool and a weapon. Commonly weighted for throwing as well.
Javelin: A throwing spear, often hurled before joining a melee. You can use a javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.
Javelin, Heavy: A weighted javelin, sometimes made with a heavy iron head. You can use a heavy javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.
Longaxe: A long-hafted axe, used in one or both hands.
Longsword: Larger than the arming sword, but still somewhat convenient as a sidearm. The weapon of choice of the Serulaian nobility.
Mace: A steel club with a flanged head, to better deliver its force to the target.
Pike: A long spear, used to great effect in formation fighting.
Quarterstaff: A common peasant weapon, as dangerous as a sword in the right hands.
Rapier: A thin blade, popular in the Nine Cities.
Shortsword: A common weapon among peasants, bandits, and archers.
Sling:  A simple but deadly weapon. You can add your strength bonus on damage rolls when using a sling.
Spear: The spear is versatile, but its long shaft does make it a little fragile. Special: a spear can be used one handed as a martial weapon. When you make a mounted charge with a spear, any hit is a critical hit.
Unarmed Strike: Attacking armed foes with no weapon of your own is a dangerous proposition (see ???). A gauntlet or other reinforcement allows your unarmed strikes to deal lethal damage.
Warclub: A two-handed club, often spiked or reinforced with bands of iron.
Warmace: A simple but powerful weapon, the warmace is difficult to defend with and does somewhat unbalance its wielder.