Light Melee Weapons
|Battleclaw, Kobold||50 ep||1d4||1d6||19-20/x2||—||2 lbs.||S||Monk|
|Dagger, Goblin Barbed||70 ep||1d3||1d4||19-20/x2||—||1 lbs.||P||—|
|Footspike, Kobold||55 ep||1d4||1d6||18-20/x2||—||1 lbs.||P||—|
|Lightblade, Elven||100 ep||1d4||1d6||18-20/x2||—||1 lbs.||P||—|
|Quickrazor, Shiali||90 ep||1d3||1d4||19-20/x2||—||1 lbs.||S||Distracting|
|Tortoise Blade, Fae||55 ep||1d4||1d6||19-20/x2||—||3 lbs.||P||Blocking|
|War Club, Lizardfolk||50 ep||1d6||1d8||19-20/x2||—||3 lbs.||S||—|
|Windblade, Fae||55 ep||1d4||1d6||19-20/x2||10 ft.||2 lbs.||P||—|
One-handed Melee Weapons
|Battleclaw, Kobold Greater||60 ep||1d6||1d8||19-20/x2||—||3 lbs.||S||Monk|
|Battlepick, Dwarven||80 ep||1d6||1d8||x4||—||10 lbs.||P||Trip|
|Quickblade, Fae||150 ep||1d4||1d6||18-20/x2||—||3 lbs.||P||Disarm, Distracting|
|Swordcatcher, Shiali||70 ep||1d4||1d6||19-20/x2||—||5 lbs.||S||Blocking, Disarm|
|Thinblade, Elven||200 ep||1d6||1d8||18-20/x2||—||3 lbs.||P||—|
|Waraxe, Dwarven||75 ep||1d8||1d10||x3||—||8 lbs.||S||—|
|Warmace, Orc||60 ep||1d10||1d12||x2||—||10 lbs.||B||—|
|Warmaul, Dwarven||65 ep||1d8||1d10||x3||—||20 lbs.||B||—|
Two-handed Melee Weapons
|Axe, Orc Double||120 ep||1d6/1d6||1d8/1d8||x3||—||15 lbs.||S||Double|
|Blood Staff, Goblin||50 ep||1d4/1d4||1d6/1d6||19-20/x2||—||5 lbs.||B or P or S||Distracting, Double, Monk|
|Courtblade, Elven||300 ep||1d10||2d6||18-20/x2||—||6 lbs.||P or S||—|
|Double Spear, Fae||230 ep||1d6/1d6||1d8/1d8||x3||20 ft.||15 lbs||P or S||Brace|
|Executioner, Orc||500 ep||1d6||2d4||18-20/x3||—||25 lbs.||S||Deadly|
|Grand Axe, Lizardfolk||130 ep||2d6||2d8||x3||—||35 lbs.||S||—|
|Greathammer, Lizardfolk||90 ep||1d10||1d12||x4||—||30 lbs.||B||—|
|Hooked Hammer, Kobold||75 ep||1d6/1d4||1d8/1d6||x3/x4||—||6 lbs.||B/P||Double, Trip|
|Lynxpaw, Fae||120 ep||1d4/1d3||1d6/1d4||18-20/x2/x3||—||4 lbs.||S/P||Disarm, Double, Trip|
|Razor Axe, Orc||150 ep||1d10||2d6||x4||—||30 lbs.||S||—|
|Urgrosh, Dwarven||100 ep||1d6/1d4||1d8/1d6||x3||—||12 lbs.||S/P||Brace, Double|
|War Crescent, Lizardfolk||200 ep||2d3||2d4||19-20/x3||—||12 lbs.||P or S||Trip|
|War Flail, Goblin||180 ep||1d6/1d6||1d8/1d8||x2||—||10 lbs.||B||Double, Disarm, Trip|
|War Glaive, Elven||130 ep||1d8||1d10||18-20/x2||—||8 lbs.||S||Reach|
|Bola, Goblin||20 ep||1d3||1d4||x2||10 ft.||2 lbs.||B||Nonlethal, trip|
|Bola, Goblin War||35 ep||1d3||1d4||x2||20 ft.||4 lbs.||P||Trip|
|Calculus, Shiali||100 ep||—||—||—||50 ft.||2 lbs.||Special||—|
|Footbow, Kobold||300 ep||1d6||1d8||x3||110 ft.||3 lbs.||P||—|
|Great Crossbow, Dwarven||200 ep||1d10||1d12||19-20/x2||150 ft.||15 lbs.||P||—|
|Greatbow, Elven||300 ep||1d8||1d10||x3||120 ft.||6 lbs.||P||—|
|Greatbow, Elven Composite||350 ep||1d8||1d10||x3||130 ft.||6 lbs.||P||—|
|Shotput, Orc||70 ep||1d8||2d6||x4||10 ft.||15 lbs.||B||—|
|Skiprock, Shiali||20 ep||1d4||1d6||x2||15 ft.||¼ lbs.||B||—|
|Throwing Iron, Lizardfolk||30 ep||1d6||1d8||x3||10 ft.||3 lbs.||S||—|
|Warsling, Shiali||50 gp||1d6||1d8||x4||50 ft.||1 lb.||B||—|
Axe, Orc Double: A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.
Battleclaw, Kobold and Battleclaw, Kobold Greater: These glove-like devices have built-in metal claws. The wielder cannot be disarmed, and the hand using the claw is considered a free hand.
Battlepick, Dwarven: A dwarven battlepick resembles a heavy pick, but with a longer shaft and a more massive head. A dwarven battlepick is too large to use in one hand without special training. A character can use a dwarven battlepick two-handed as a martial weapon.
Blood Staff, Goblin: This vicious scrimshaw weapon is fashioned from large lengths of bone harvested from Huge creatures. Several hand-notches are carved all over the bone, while the rest is carved into spurs, blades, and polished nodules; no two goblin blood staves are the same. Fighting with a goblin blood staff is a high art, involving constantly switching grips to make the most of this versatile weapon. If proficient in the goblin blood staff, you can choose the type of damage you deal with each attack. A goblin monk is proficient in the goblin blood staff.
Bola, Goblin and Bola, Goblin War: A goblin bola is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a bola. The goblin war bola has a multitude of spikes that allow it to cause lethal damage.
Calculus, Shiali: This oversized sling is made to fire flasks filled with liquid. Common ammunition includes acid, alchemist’s fire, and other alchemical substances. Alchemical ammunition deals damage according to its properties, but it gains the range increment of the shiali calculus.
Courtblade, Elven: These exotic swords seem impossibly long and thin, with a long curve tapering to a needle-like point. One edge of the blade is sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A courtblade a long grip and a heavy pommel. The weapon is intended for slashing attacks, but the wielder can thrust with it as well. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven courtblade due to its flexible metal.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven courtblade sized for you, even though it isn’t a light weapon.
Dagger, Goblin Barbed: Goblin barbed daggers, as their name implies, look like normal daggers with long barbs covering the blade. The design makes the weapon more difficult to wield properly than a normal dagger, but it allows those skilled in the weapon’s use to deal more damage with a well-placed attack.
If you have 5 or more ranks in Sleight of Hand and use a barbed dagger, you gain a +2 bonus on damage rolls on any successful sneak attack made with the weapon as it twists in the wound. This bonus also applies (and is therefore doubled) on successful critical hits with the weapon.
Double Spear, Fae: The weapon looks much like a standard spear, although the shaft is a bit thicker. The spear point is also longer and heavier, sharpened on the sides as well as the tip to allow for either slashing or piercing attacks. In addition, a second identical spear point is fastened to the butt of the spear, making the weapon doubly dangerous.
Executioner, Orc: A vicious and deadly weapon as only the orcs can create, the orc executioner is also called an orc mangler. An orc executioner typically takes one of two forms: either a larger, heavier version of the falchion, or an extremely long rectangular piece of steel that is sharpened on all sides. Either form has a great number of barbs, spines, and serrated edges. An orc executioner cannot have the dire masterwork component added to it.
Footbow, Kobold: This exotic weapon resembles a composite long bow but is designed to be used in flight, with the archer holding the bow in her feet and drawing it with one or both hands. Like a composite longbow, all kobold footbows are made with a particular strength rating. If a character’s Strength bonus is less than the strength rating of the kobold footbow, she can’t effectively use it, so she takes a –2 penalty on attacks with it. The default kobold footbow requires a Strength bonus of +0 or higher to use with proficiency. A kobold footbow can be made with a high strength rating just as a composite longbow can; each point of Strength bonus granted by the bow adds 100 gp to its cost. The wielder of a kobold footbow can choose to use both hands to draw it back; in this case she may add 1-1/2 her Strength bonus to damage (up to a maximum of 1-1/2 the strength rating of the bow), as long as she is strong enough to use it without penalty. A kobold footbow can be used on the ground, but the archer must be prone to do so and takes a –4 penalty on the attack roll.
Footspike, Kobold: The kobolds developed this exotic weapon for use in aerial combat. A kobold foot spike resembles a sharp knife blade strapped to the bottom of a sturdy boot. The spike is spring-loaded and folds into the boot for walking, and thus has no effect on movement. When a kobold foot spike is unfolded, the wearer’s land speed is reduced to 5 feet, and he can’t make a 5-foot step. Extending or retracting a kobold foot spike is a move action, the equivalent of drawing or stowing a weapon. Kobold foot spikes are primarily intended for use by airborne
combatants. A character who uses a kobold foot spike while on the ground takes a –4 penalty on attack rolls. A character wearing a pair of kobold foot spikes can attack with both as if wielding two light weapons. A character can’t use a kobold single foot spike as part of a two-weapon attack. When a character proficient with kobold foot spikes makes a dive attack while wearing a pair of kobold foot spikes, he can attack with both kobold foot spikes at the end of the charge.
Grand Axe, Lizardfolk: This weapon is simply a larger version of the greataxe, making it impossible to wield without special training.
Great Crossbow, Dwarven: You draw a dwarven great crossbow back by turning a small winch. Loading a dwarven great crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a dwarven great crossbow requires two hands. However, you can shoot, but not load, a dwarven great crossbow with one hand at a –4 penalty on attack rolls. You can shoot a dwarven great crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons. These penalties are cumulative with the penalty for firing the crossbow one-handed.
Greatbow, Elven: You need at least two hands to use a bow, regardless of its size. An elven greatbow sized for a Medium character is 6 feet or more in length when strung. An elven greatbow is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using an elven greatbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use an elven composite greatbow but not a regular elven greatbow.
Greatbow, Elven Composite: You need at least two hands to use a bow, regardless of its size. An elven composite greatbow is too unwieldy to use while mounted. An elven composite greatbow sized for a Medium character is 6 feet or more in length when strung. Elven composite greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost.
Greathammer, Lizardfolk: This big, heavy hammer is a favorite of lizardfolk barbarians and warriors. The incredibly heavy head of the hammer allows it to make particularly devastating strikes against weapons and shields, granting the wielder a +2 bonus on opposed attack rolls to sunder an enemy’s weapon or shield.
Hooked Hammer, Kobold: A kobold hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon.
Lightblade, Elven: This rapier-like exotic weapon is the size of a short sword but weighs only as much as a dagger. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some elf nobles carry an elven lightblade—often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren’t proficient in its use. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven lightblade due to its flexible metal.
A variant version of the elven lightblade that deals slashing damage is typically called an elven long knife; it otherwise has the same statistics as an elven lightblade.
Lynxpaw, Fae: A fae lynxpaw is a double weapon, consisting of a length of finely wrought steel chain with a blade similar to a rapier at one end and a spiked weight at the other. The fae lynxpaw’s rapier end is a piercing weapon that deals 1d6 points of damage (18–20/x2). The fae lynxpaw’s spiked weight end, which resembles a feline paw with the claws extended (hence the name), is a slashing weapon that deals 1d4 points of damage (20/x3). A character can use either end as the primary weapon; the other end becomes the off-hand weapon.
A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with a fae lynxpaw sized for him, even though it isn’t a light weapon.
Quickblade, Fae: Fae quickblades are longer and thinner than normal rapiers, with specially tapered blades and carefully balanced pommels. The design makes the weapon more difficult to wield properly than a normal rapier, but it allows those skilled in the weapon’s use to disarm
opponents more easily and to feint more effectively in combat. Most fae quickblades are at least masterwork in quality.
Quickrazor, Shiali: The shiali quickrazor is a fast, flashy weapon favored by shiali bards, because it allows them to hold an instrument, attack with a weapon, and still keep one hand free for spellcasting. In addition, many two-weapon-wielding spellcasters find it a perfect off-hand weapon because it allows them to keep their primary weapon in hand and still cast spells with their off hand.
The shiali quickrazor features a light, wide knife blade with a very small hilt. The weapon is worn tied to the wielder’s wrist in a specially designed sheath. When you attack with a quickrazor, you flick it out in a quick, slashing circle, catching the hilt in your hand at the end of the arc and then snapping it back into its rest.
Because of this flicking technique, drawing a shiali quickrazor is always a free action, but at the end of your action, you must stow the shiali quickrazor in order to use it properly again on your next turn. Stowing the weapon after attacking with it in this fashion is a free action. Because you must stow the shiali quickrazor at the end of each attack with it, you are treated as unarmed during other creatures’ actions.
If you draw a shiali quickrazor and simply wield it instead of using its intended attack method, it counts as an improvised weapon, imposing a –2 penalty on attack rolls even if you have the appropriate Exotic Weapon Proficiency feat.
Shiali quickrazors are easier to conceal than most weapons, and they grant a +4 bonus on Sleight of Hand checks to conceal them.
Attaching a shiali quickrazor and sheath to your wrist so that it can be wielded properly is a full-round action that provokes attacks of opportunity. A character can have only one shiali quickrazor attached to each wrist at a time.
Razor Axe, Orc: The orc razor axe has a broader yet thinner head than a standard greataxe, allowing for more devastating strikes when it successful on a critical hit.
Shotput, Orc: Special training turns a grapefruit-sized sphere of crude iron into a deadly projectile.
Skiprock, Shiali: Shiali weaponsmiths developed these polished stones. Each shiali skiprock is perfectly weighted and shaped for throwing. If the shiali skiprock hits its target, it ricochets toward another target of the thrower’s choice. The second target must be adjacent to the original target (no more than 5 feet away). The thrower immediately makes a second attack roll for the shiali skiprock against the new target, with an attack bonus 2 lower than that of the initial attack.
Although they are thrown weapons, shiali skiprocks are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.
Shiali skiprocks can be used as sling bullets, but using a shiali skiprock’s ricochet ability in conjunction with a sling requires proficiency in the war sling.
Swordcatcher, Shiali: This short, heavy sword resembles a broad-bladed short sword with two heavy prongs extending up from the hilt. These prongs are designed to help catch and disarm opponents’ weapons.
Thinblade, Elven: This rapier-like exotic weapon is the size of a longsword but much lighter. Like the elven lightblade, it is favored by dexterous elf fighters and rogues. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven thinblade due to its flexible metal.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven thinblade sized for you, even though it isn’t a light weapon.
A variant version of the elven thinblade that deals slashing damage is typically called an elven warblade; it otherwise has the same statistics as an elven thinblade.
Throwing Iron, Lizardfolk: These weapons have complex blades with two or more edged or pointed protrusions. Unlike most hurled weapons, lizardfolk throwing irons are as often thrown along a horizontal plane as along a vertical one.
Tortoise Blade, Fae: This weapon is a heavy, semi-spherical piece of steel strapped to the weilder’s wrist, with a dagger-like blade jutting out where the wielder’s fingers should be.
Urgrosh, Dwarven: A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh
against a charging character, the spear head is the part of the weapon that deals damage.
War Club, Lizardfolk: This hard piece of koa wood studded with rows of razor sharp shark’s teeth or pieces of obsidian tears opponents to shreds. Koa is remarkably light, yet stronger than most other woods.
War Crescent, Lizardfolk: An elegant and unusual weapon, the lizardfolk war crescent looks like a large crescent moon with three hand grips spaced evenly in the wider center against the convex end. The lizardfolk war crescent deals damage with its long cutting edge in the middle and the large piercing spikes. You may forgo adding Strength-and-a-half and only deal their Strength bonus to damage to provide +1 shield bonus for 1 round. You need not attack that round to get the bonus but it must be declared. While using Whirlwind Attack with a lizardfolk war crescent it deals half again its base damage (for example, +1d4 for a Medium-sized lizardfolk war crescent) to all affected creatures.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a lizardfolk war crescent sized for you, even though it isn’t a light weapon.
War Flail, Goblin: A goblin war flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.
War Glaive, Elven: The elven war glaive features a curved blade (like a scimitar’s) mounted on a long haft. It is favored by the members of the Phoenix Guard of Al’teria, and many heroes of that order carry this weapon.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven war glaive sized for you, even though it isn’t a light weapon.
Waraxe, Dwarven: A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium 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.
Warmace, Orc: Anyone wielding an orc warmace takes a –1 penalty to Armor Class because the weight of the weapon makes it difficult to recover quickly from swinging it. An orc warmace is too large to use in one hand without special training. A character can use a warmace two-handed as a martial weapon.
Warmaul, Dwarven: A dwarven warmaul is a heavy, ornate warhammer with a longer haft. It is too large to use in one hand without special training. A character can use a maul two-handed as a martial weapon.
Warsling, Shiali: This exotic weapon is a heavy sling used with a special sidearm throw to hurl a shiali skiprock (see above) with deadly power. Without shiali skiprock ammunition, a shiali warsling is treated as a normal sling and deals the appropriate damage when used to throw normal sling bullets or stones.
A user proficient with both the shiali skiprock and the shiali warsling can ricochet a sling-thrown shiali skiprock just like a hand-thrown shiali skiprock; see the shiali skiprock description, above.
Windblade, Fae: The fae windblade is a slender blade resembling a short sword in length and weight, but balanced for throwing like a dagger or smaller blade. The fae windblade’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.