9.3 Weapons

PIC Each weapon has a weapon group and any number of weapon tags. In addition, each weapon has a particular accuracy modifier and defines a base dice pool for attacks using that weapon. This section explains each of those concepts and defines the statistics for weapons in Rise. You gain a bonus to your weapon damage equal to half your power (see Weapon Damage). Unless otherwise specified, a weapon must be held in a single free hand. You can use two hands to hold a weapon if you want, but that provides no special benefit unless that weapon has the Versatile Grip tag (see Weapon Tags).

9.3.1 Weapon Groups

Weapons are organized into thematically related categories called weapon groups. They are described in Table 9.3: Weapon Groups. For example, all axes belong to the “axes” weapon group. Some weapons can be found in multiple weapon groups. For example, a dagger is a simple weapon, a blade, and a thrown weapon.

Exotic Weapons: Some weapons are rare and have unusual fighting styles. These weapons are called exotic weapons. Although many characters are proficient with non-exotic weapons, proficiency with exotic weapons is rare. Some specific class abilities grant proficiency with exotic weapons.

Table 9.3:Weapon Groups
Group

Weapons

Exotic Weapons

Armor weapons

Standard shield, spiked shield

Armblade, spiked knee

Axes

Battleaxe, greataxe, handaxe, poleaxe, shepherd’s axe, throwing axe

Dwarven throwing axe, dwarven waraxe, orcish greataxe

Blades

Broadsword, dagger, greatsword, rapier, scimitar, smallsword

Boot dagger, falchion, katana, kukri

Bows

Longbow, shortbow

Flatbow, heartseeker arrows, recurve bow, takedown bow, titanbow

Club-like weapons

Club, greatmace, mace, morning star, sap

Culacula, gnomish trick mace, knobkerrie, totokia

Crossbows

Heavy crossbow, light crossbow, pellet crossbow

Arbalest, pistol crossbow, repeating crossbow

Flexible Weapons

Flail, heavy flail, nunchaku, whip

Chain whip, meteor hammer, three-section staff

Headed weapons

Light hammer, longhammer, pick, sickle, sledgehammer, warhammer

Dwarven longhammer, dwarven shorthammer, heavy pick, obuch

Improvised weapons

Monk weapons

Jitte, kama, kunai, nunchaku, quarterstaff, shuriken

Hook sword, sai, three-section staff, war fan

Polearms

Bardiche, glaive, halberd, longhammer, poleaxe, quarterstaff, scythe

Fauchard, war scythe

Simple weapons

Club, dagger, mace, quarterstaff

Spears

Greatspear, javelin, lance, spear, spontoon

Gnomish smallspear, partisan, pike

Thrown weapons

Dagger, dart, handaxe, javelin, light hammer, shuriken, sling, throwing axe

Bolas, dwarven throwing axe, dwarven waraxe, net

Weapon Proficiency

You take a -2 accuracy penalty with weapons you are not proficient with.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. In general, treat improvised weapons as being equivalent to the non-exotic manufactured weapon that seems most similar in shape and composition. However, since you are not proficient with the improvised weapon, you take a -2 accuracy penalty with it. If you become proficient with improvised weapons, this accuracy penalty is removed.

Natural Weapons

Natural weapons are weapons that are part of a creature’s body instead of being manufactured and wielded. Many monsters have natural weapons, like claws or a bite attack. Natural weapons do not normally require a free hand to use. All bipedal creatures also have two punch/kick natural weapons.

Common natural weapons are listed in Table 9.6: Natural Weapons. In addition, some monsters and effects have unique natural weapons, such as the stonefist spell.

Physical Size: Like all objects and creatures, weapons have a size category that represents how physically large they are. Most weapons are one size category smaller than their wielder, but Heavy weapons are the same size category as the wielder. All weapons are lightweight unless otherwise noted.

Inappropriately Sized Weapons: You can use weapons that are sized for creatures that are one size category larger or smaller than you. However, you take a -2 accuracy penalty on attacks using an inappropriately sized weapon.

9.3.2 Weapon Range Limits

Ranged weapon attacks become less accurate if the target is far away. Ranged weapons have two range limits listed, with a slash between them, such as 90/270. The first number indicates the maximum range for a weapon’s close range. The second number indicates the maximum range for a weapon’s long range. You cannot attack a target that is beyond a weapon’s long range limit.

Attacks at close range have no penalty. Attacks at long range have a -4 accuracy penalty. This is called a longshot penalty, and some abilities can reduce this penalty.

9.3.3 Weapon Tags

Some weapons found on Table 9.4: Weapons have tags that indicate that they have special abilities. The list of abilities that weapons can have is given below.

Ammunition: When you hit with a strike using this weapon, it becomes broken. It cannot have magic weapon properties. However, whenever you buy or craft this weapon, you receive multiple copies, as indicated in the table below.

Bow: This weapon is a bow used to fire arrows. You need both hands to fire a bow. Drawing an arrow from a quiver and notching it into a bow requires one free hand while holding the bow in another hand. This is not considered an independent action, so you can fire a bow any number of times per round.

Compact: This weapon is unusually small. It is one size category smaller than normal (that is, two size categories smaller than the creature it is intended for). This makes it easier to conceal (see Sleight of Hand). In addition, you only take a -5 penalty to Stealth when trying to conceal strikes with a Compact weapon instead of the normal -10 or -20 penalty for concealing a strike (see Stealth).

Grappling: You gain a +2 bonus to accuracy on melee attacks with this weapon against creatures who are grappled by you.

Heavy: Heavy weapons are larger and heavier than other weapons. You normally need two hands to use a Heavy weapon. Drawing a Heavy item from a sheath, or returning it to a sheath, requires a standard action.

If you have a Strength of 3 or higher, you draw or sheathe a Heavy item at the same speed as non-Heavy items. In addition, you can wield a Heavy weapon in one hand, but you take a -1 accuracy penalty with the weapon while doing so. If your Strength is 6 or higher, this accuracy penalty is removed. This cannot be used if the weapon always requires two hands to fire, such as a titanbow.

While holding a Heavy weapon in two hands, you gain a +1 bonus per 3 power to your weapon damage with the weapon, with a minimum bonus of +0. This bonus is in addition to the normal bonus that you gain from your power with weapons (see Weapon Damage).

Impact: You reduce your explosion target for strikes using this weapon by 2 (see Exploding Attacks).

Keen: You gain a +4 bonus to accuracy with strikes using this weapon for the purpose of determining whether you get a critical hit.

Light: Light weapons are smaller and easier to handle than other weapons. Drawing a Light item from a sheath, or returning it to a sheath, is a free action rather than a minor action (see Manipulating Objects). Attacking with two weapons at once is more accurate with Light weapons (see Dual Strikes).

Long: This weapon can be used to make melee strikes against targets up to 10 feet away from you. If you use an ability with more specific targets than simply making a melee strike, such as affecting “all enemies adjacent to you”, this weapon tag does not increase your range with that ability.

Massive: This weapon hits everything in a cube-shaped area. Attacks with it are not targeted, so they are not affected by miss chances. Unlike most area attacks, a miss with a Massive weapon does not deal half damage.

Massive weapons have a measurement that indicates the length of each side of the cube in feet. For example, a net is a Massive (10) weapon, so it affects everything in a 10 foot wide cube. If a weapon has the Massive tag, that replaces any Sweeping tag it would otherwise have.

Creatures that are Huge or larger automatically gain the Massive tag on all of their weapons. For details, see Table 3.1: Size Categories.

Mounted: If you are mounted, and your mount moves in the same phase that you make a strike with a Mounted weapon, you gain a +2 accuracy bonus with the strike.

Parrying: If a creature attacks you with a melee strike while you wield this weapon, you briefly gain a +2 bonus to accuracy with strikes using this weapon against that creature.

Projectile: This weapon fires ammunition at range to deal damage. The ammunition generally breaks when used. Projectile weapons have two range limits listed in their description (see Weapon Range Limits). They must be reloaded after being fired. The time required to reload a projectile weapon is given in the weapon description. You take a -4 accuracy penalty with Projectile weapons against creatures adjacent to you. While riding a moving mount, you take a -4 accuracy penalty with Projectile weapons, and your range limits are halved.

Resonating: Whenever you hit and damage a creature with a strike using this weapon, it briefly takes a -2 penalty to its Armor defense against your attacks.

Subdual: This weapon deals subdual damage (see Subdual Damage).

Sweeping: When you make a melee strike with this weapon, you may also target one or more secondary creatures or objects adjacent to you. If the weapon also has the Long weapon tag, each secondary target may instead be within 10 feet of you. Each secondary target must be within 10 feet of a primary target, and must not already be a target of the strike. The strike affects each secondary target in the same way as the primary targets. Sweeping weapons have a number that indicates the number of secondary targets you can affect.

Thrown: This weapon is designed to be thrown to deal damage at range. Thrown weapons have two range limits listed in their description (see Weapon Range Limits). Unless otherwise noted in a weapon’s description, a throwing weapon can be used to attack in melee without penalty.

Heavy thrown weapons are not always physically thrown with two hands, but they require the use of your entire body to propel the weapon. You are not considered to have any free hands while throwing a heavy thrown weapon.

Tripping: When you use the trip ability, you can attack with this weapon instead of with a free hand (see Trip). This allows you to deal damage with the weapon if you successfully trip the target.

Versatile Grip: This weapon is designed to be held in either one hand or two hands. While holding this weapon in two hands, you gain a +1 damage bonus to your weapon damage with it, plus +1 per 3 power, with a minimum bonus of +0. This bonus is in addition to the normal bonus that you gain from your power with weapons (see Weapon Damage).

9.3.4 Weapon Table

Here is the format for weapon entries in the Weapons table, below.

Accuracy: This number modifies your accuracy with strikes using the weapon.

Damage: This dice pool indicates the damage dealt by the weapon on a hit.

Item Rank (Cost): The first value indicates the item rank of the item (see Item Ranks). The second value in parentheses indicates the average cost to buy the item. Items crafted for unusually large or small creatures are more expensive. For each size category larger or smaller than Medium, the item’s rank increases by one, which increases its price.

Weapon Tags: Some weapons have special properties. See Weapon Tags for details.

Table 9.4: Weapons

Name

Accuracy Damage Item Rank (Cost)1

Weapon Tags

Armor weapons

  Armor spikes2

1d4

  Standard shield

+0 1d4 0 (10 gp)

  Spiked shield

+0 1d6 1 (40 gp)

Axes

  Battleaxe

+0 1d6 0 (10 gp)

Sweeping (1), Versatile Grip

  Greataxe

+1 1d8 0 (10 gp)

Heavy, Sweeping (1)

  Handaxe

+1 1d4 0 (10 gp)

Light, Thrown (30/60)

  Poleaxe

+1 1d8 0 (10 gp)

Heavy, Tripping

  Shepherd’s axe

+1 1d6 0 (10 gp)

Long

  Throwing axe

+0 1d8 0 (10 gp)

Thrown (30/60)

Blades

  Broadsword

+0 1d6 0 (10 gp)

Sweeping (1), Versatile Grip

  Dagger

+1 1d3 0 (10 gp)

Compact, Light, Thrown (30/60)

  Greatsword

+0 1d8 0 (10 gp)

Heavy, Sweeping (2)

  Rapier

+2 1d4 0 (10 gp)

Light

  Scimitar

+1 1d6 0 (10 gp)

Mounted

  Smallsword

+1 1d4 0 (10 gp)

Keen, Light

Bows

  Longbow2

+0 1d6 1 (40 gp)

Bow, Projectile (90/270)

  Shortbow2

+0 1d4 0 (10 gp)

Bow, Projectile (60/180)

  Arrows (20)

+0 0 (2 gp)

Ammunition

  Blunted arrows (20)

-1 0 (2 gp)

Ammunition, Subdual

  Fire arrows (20)2

-1 2 (40 gp)

Ammunition

  Lightning arrows (20)2

-1 3 (200 gp)

Ammunition

Club-like weapons

  Cavalry mace

+0 1d6 0 (10 gp)

Mounted, Versatile Grip

  Club

+0 1d8

  Greatmace

+0 1d10 0 (10 gp)

Heavy, Impact

  Mace

+0 1d6 0 (10 gp)

Impact

  Morning star

+0 1d8 0 (10 gp)

Versatile Grip

  Sap

+1 1d3 0 (10 gp)

Compact, Light, Subdual

Crossbows

  Heavy crossbow2

+0 1d10 1 (40 gp)

Heavy, Projectile (90/270)

  Light crossbow2

+0 1d8 1 (40 gp)

Projectile (60/180)

  Pellet crossbow2

+2 1d4 2 (200 gp)

Projectile (60/180), Subdual

  Bolts (20)

+0 0 (2 gp)

Ammunition

  Blunted bolts (20)

-1 0 (2 gp)

Ammunition, Subdual

  Round bullets (20)

0 (2 gp)

Ammunition

Flexible weapons

  Flail

+0 1d6 0 (10 gp)

Tripping, Versatile Grip

  Heavy flail

+0 1d10 0 (10 gp)

Heavy, Tripping

  Two-section staff

+0 1d8 0 (10 gp)

Heavy, Long, Tripping

  Nunchaku

+1 1d4 0 (10 gp)

Light, Tripping

  Whip2

+0 1d4 0 (10 gp)

Long, Tripping

Headed weapons

  Light hammer

+0 1d6 0 (10 gp)

Light, Thrown (30/60)

  Longhammer

+0 1d8 0 (10 gp)

Heavy, Long, Resonating

  Pick

+0 1d6 0 (10 gp)

Impact, Versatile Grip

  Sickle

+1 1d4 0 (10 gp)

Light, Sweeping (1)

  Sledgehammer

-1 2d6 0 (10 gp)

Heavy, Resonating

  Warhammer

+0 1d8 0 (10 gp)

Resonating

Monk weapons

  Jitte

+2 1d4 0 (10 gp)

Light

  Kama

+1 1d4 0 (10 gp)

Light, Sweeping (1)

  Kunai

+1 1d3 0 (10 gp)

Light, Thrown (60/120)

  Nunchaku

+1 1d4 0 (10 gp)

Light, Tripping

  Quarterstaff

+1 1d6

Heavy, Long

  Shuriken (5)

+2 1d3 0 (10 gp)

Ammunition, Compact, Light, Thrown (30/60)

Polearms

  Bardiche

+0 1d10 0 (10 gp)

Heavy, Sweeping (1)

  Glaive

+0 1d8 0 (10 gp)

Heavy, Long, Sweeping (1)

  Halberd

+1 1d8 0 (10 gp)

Heavy, Long

  Longhammer

+0 1d8 0 (10 gp)

Heavy, Long, Resonating

  Poleaxe

+1 1d8 0 (10 gp)

Heavy, Tripping

  Quarterstaff

+1 1d6

Heavy, Long

  Scythe

+1 1d6 0 (10 gp)

Heavy, Sweeping (2)

Simple weapons

  Claw sheath2

1 (40 gp)

  Club

+0 1d8

  Dagger

+1 1d3 0 (10 gp)

Compact, Light, Thrown (30/60)

  Mace

+0 1d6 0 (10 gp)

Impact

  Quarterstaff

+1 1d6

Heavy, Long

Spears

  Greatspear

+0 1d10 0 (10 gp)

Heavy, Long

  Javelin

+0 1d6 0 (10 gp)

Thrown (60/120)

  Lance (5)2

+0 1d10 0 (10 gp)

Ammunition, Long, Mounted

  Spear

+0 1d6 0 (10 gp)

Thrown (30/60), Versatile Grip

  Spontoon

+1 1d6 0 (10 gp)

Versatile Grip

Thrown weapons

  Dagger

+1 1d3 0 (10 gp)

Compact, Light, Thrown (30/60)

  Dart (5)

+1 1d3 0 (2 gp)

Ammunition, Compact, Light, Thrown (60/120)

  Handaxe

+1 1d4 0 (10 gp)

Light, Thrown (30/60)

  Light hammer

+0 1d6 0 (10 gp)

Thrown (30/60)

  Javelin

+0 1d6 0 (10 gp)

Thrown (60/120)

  Shuriken (5)

+2 1d3 0 (2 gp)

Ammunition, Compact, Light, Thrown (30/60)

  Sling2

+0 1d6 0 (10 gp)

Projectile (90/270)

  Round bullets (20)

0 (2 gp)

Ammunition

  Throwing axe

+0 1d8 0 (10 gp)

Thrown (30/60)

1 See Item Ranks.
2 This weapon has special rules.

Table 9.5: Exotic Weapons

Exotic Weapons

Accuracy Damage Item Rank (Cost)1

Weapon Tags

Armor

  Armblade2

+1 1d4 1 (40 gp)

Grappling, Keen, Light

  Spiked knee2

+0 1d4 1 (40 gp)

Grappling, Impact, Light

  Tower shield

+0 1d8 1 (40 gp)

Heavy

  Spiked tower shield

+0 1d10 1 (40 gp)

Heavy

Axes

  Dwarven throwing axe

+0 1d8 0 (10 gp)

Thrown (60/120)

  Dwarven waraxe

+0 1d8 1 (40 gp)

Thrown (30/60), Versatile Grip

  Orcish greataxe

-1 2d6 1 (40 gp)

Heavy, Impact, Sweeping (1)

Blades

  Boot dagger2

+1 1d4 0 (10 gp)

Compact, Light

  Falchion

+1 1d6 1 (40 gp)

Sweeping (2)

  Katana

+1 1d8 1 (40 gp)

Heavy, Keen, Sweeping (1)

  Kukri

+2 1d4 0 (10 gp)

Light, Sweeping (1)

  Parrying dagger

+2 1d4 0 (10 gp)

Parrying, Light

Bows

  Flatbow2

+1 1d6 2 (200 gp)

Bow, Projectile (90/270)

  Heartseeker arrows (20)

+0 2 (40 gp)

Ammunition, Impact

  Recurve bow2

+0 1d8 2 (200 gp)

Bow, Projectile (90/270)

  Takedown bow2

+0 1d6/1d4 2 (200 gp)

Bow, Projectile (90/270 or 60/180)

  Titanbow2

-1 1d8 2 (200 gp)

Bow, Heavy, Projectile (60/180)

Club-like weapons

  Culacula

+0 1d10 0 (10 gp)

Heavy, Impact, Parrying

  Gnomish trick mace

+2 1d4 0 (10 gp)

Light, Tripping

  Knobkerrie

+1 1d6 0 (10 gp)

Impact, Throwing (30/60)

  Totokia

+0 1d8 0 (10 gp)

Impact, Versatile Grip

Crossbows

  Arbalest2

+1 1d10 2 (200 gp)

Heavy, Impact, Projectile (90/270)

  Pistol crossbow2

+1 1d4 1 (40 gp)

Compact, Light, Projectile (30/90)

  Repeating crossbow2

+0 1d8 2 (200 gp)

Projectile (90/270)

  Repeating bolts (5)

+0 1 (10 gp)

Ammunition

Flexible weapons

  Bladed whip2

+0 1d6 1 (40 gp)

Keen, Long, Sweeping (1)

  Chain whip

+0 1d8 1 (40 gp)

Long, Tripping

  Meteor hammer

+0 1d10 1 (40 gp)

Heavy, Long, Tripping

  Three-section staff

+1 1d6 1 (40 gp)

Heavy, Long, Parrying, Tripping

Headed weapons

  Dwarven longhammer

+0 1d10 1 (40 gp)

Heavy, Long, Resonating

  Dwarven shorthammer

+0 1d6 1 (40 gp)

Light, Thrown (60/120)

  Heavy pick

+0 1d10 1 (40 gp)

Heavy, Keen, Impact

  Obuch

+0 1d8 1 (40 gp)

Long, Tripping

Monk weapons

  Hook sword

+1 1d6 1 (40 gp)

Light, Tripping

  Sai

+1 1d4 0 (10 gp)

Grappling, Light, Parrying

  Three-section staff

+1 1d6 1 (40 gp)

Heavy, Long, Parrying, Tripping

  War fan2

+1 1d4 1 (40 gp)

Light, Parrying

Polearms

  Fauchard

-1 2d6 1 (40 gp)

Heavy, Long, Sweeping (1)

  War scythe

+0 1d10 1 (40 gp)

Heavy, Sweeping (2)

Simple weapons

Spear

  Gnomish smallspear

+2 1d4 0 (10 gp)

Light, Long

  Partisan

+1 1d8 1 (40 gp)

Heavy, Long, Parrying

  Pike2

+0 1d10 0 (10 gp)

Heavy, Long

Thrown weapons

  Bolas

+1 1d3 0 (10 gp)

Light, Thrown (30/60), Tripping

  Dwarven throwing axe

+0 1d8 0 (10 gp)

Thrown (60/120)

  Dwarven waraxe

+0 1d8 1 (40 gp)

Thrown (30/60), Versatile Grip

  Net2

+0 0 (10 gp)

Massive (10), Thrown (5/15)

1 See Item Ranks.
2 This weapon has special rules.

Table 9.6:Natural Weapons

Natural Weapons

Accuracy Damage

Weapon Tags

Bite

+0 1d8

Grappling

Claw1

+2 1d4

Light

Horn

+0 1d6

Impact

Punch/kick1 2

+0 1d3

Subdual

Ram

+0 1d6

Resonating

Stinger

+1 1d6

Talon2

+2 1d4

Light

Tentacle

+0 1d6

Long

1 This natural weapon must normally be used with a free hand.
2 This weapon has special rules.

9.3.5 Individual Weapon Descriptions

Some weapons in Table 9.4: Weapons have additional abilities which are described below.

Arbalest: You draw an arbalest back by turning a small winch. Reloading an arbalest requires two standard actions. Each standard action requires one free hand while holding the arbalest in another hand.

Armblade: This weapon is not held in a hand. Instead, it is affixed to the arm of body armor with a medium or heavy usage class. When you attack with an armblade, you cannot use the arm it is attached to for any other combat purpose in the same phase. You can still hold items in that hand, but they have no combat effect. If you are not proficient with this weapon, you increase your encumbrance by 2 when wearing armor with an armblade.

Bladed Whip: A bladed whip can be used to attack targets within 15 feet instead of the normal 10 feet for a Long weapon.

Boot Dagger: A boot dagger is a modified boot or boot sole which contains a hidden dagger. The dagger is normally concealed, and requires an Awareness check with a difficulty value of 15 to find. Attacking with a boot dagger does not require a free hand, but you must make a Balance check with a difficulty value of 10 during whenever you attack with it. If you fail this check, you fall prone (half speed, -2 Armor and Ref) after the attack.

After you attack with a boot dagger, the dagger remains plainly visible. Concealing the dagger again requires a standard action.

Claw Sheath: A claw sheath is not a weapon on its own. Instead, it wraps around one of your natural weapons. This gives no intrinsic benefit, but claw sheaths can be imbued with magic weapon properties that apply to the wrapped natural weapon. Claw sheaths are made for claws, but an equivalent can be made for any natural weapon that requires a free hand to use, such as a slam. A claw sheath for a punch/kick natural weapon is made for one hand and only affects punches with that hand.

Flatbow: A flatbow is too unwieldy to use while you are mounted. Unlike a longbow, a flatbow is flat when not under tension and has approximately rectangular limbs. This spreads stress more evenly over the bow’s structure, allowing more precise shots, though the firing technique is different and less commonly known. A flatbow is the same size category as the creature it is sized for.

Fire Arrows: Attacks with these arrows have the Fire tag. These arrows are treated with alchemist’s fire so they can be ignited before being shot. The process requires thickening the arrow shaft, reducing the precision of the arrow. If you have access to an active flame that is at least as intense as a torch, you can ignite a fire arrow as part of drawing it from a quiver.

Heavy Crossbow: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a standard action that requires one free hand while holding the crossbow in another hand.

Lance: A lance can only be used effectively while mounted. Using a lance on foot imposes a -2 accuracy penalty for not being proficient with the weapon.

Light Crossbow: You draw a light crossbow back by turning a small winch. Loading a light crossbow is a minor action that requires one free hand while holding the crossbow in another hand.

Lightning Arrows: Attacks with these arrows have the Electricity tag. These arrows are treated with a reactive alchemical substance so they deal electricity damage on contact. The process requires thickening the arrow shaft, reducing the precision of the arrow.

Longbow: A longbow is the same size category as the creature it is sized for.

Net: A net is used to entangle enemies. When you throw a net, you make an attack vs. Reflex against your target. If you hit, the target is slowed (half speed, -2 Armor and Ref).

A netted creature can escape with a difficulty value 8 Flexibility check (normally a standard action). The net has 8 hit points and can be burst with a difficulty value 8 Strength check as a standard action.

A net has no effect on creatures that are Tiny or smaller, or Huge or larger. It must be folded to be thrown effectively, which takes a minute of work. You take a -4 accuracy penalty with an unfolded net.

Pellet Crossbow: You need both hands to fire a pellet crossbow. You draw a pellet crossbow back by turning a small winch. Loading a pellet crossbow is a minor action that requires one free hand while holding the crossbow in another hand. Unlike most crossbows, a pellet crossbow uses round bullets as ammunition instead of bolts.

Pike: A pike can be used to attack targets within 15 feet instead of the normal 10 feet for a Long weapon. However, you cannot use it to attack targets adjacent to you.

Pistol Crossbow: You can draw a pistol crossbow back by hand. Loading a pistol crossbow is a minor action that requires one free hand while holding the crossbow in another hand. You can hold two pistol crossbows in one hand for reloading purposes, and reload them both with a single minor action. This makes them easy to make dual strikes with (see Moving Items Between Hands).

Punch/Kick: All bipedal creatures have access to the punch/kick natural weapon. Normally, this represents a punch, which requires a free hand. If you are trained in the Balance skill, have a Dexterity of at least 3, or are currently flying or gliding, you can make it a kick instead. A kick does not require a free hand, but is not otherwise more powerful than a punch.

Recurve Bow: A recurve bow is the same size category as the creature it is sized for.

Repeating Crossbow: The repeating crossbow holds 5 crossbow bolts. As long as it holds bolts, you can fire it without reloading, allowing you to use it entirely one-handed. Loading a new case of 5 bolts is a standard action that requires one free hand while holding the crossbow in another hand.

Shortbow: Unlike most Projectile weapons, your range limits are not penalized when firing a shortbow while riding a moving mount, and the accuracy penalty is reduced to -2 instead of -4.

Sling: Loading a sling is a minor action that requires one free hand while holding the sling in another hand.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. You take a -1 accuracy penalty with ordinary stones.

Spiked Knee: This weapon is not held in a hand. Instead, it is affixed to the leg of body armor with a medium or heavy usage class (see Armor Usage Classes). If you are not proficient with this weapon, you increase your encumbrance by 2 when wearing armor with a spiked knee.

Takedown Bow: A takedown bow is a bow assembled from multiple independent components that can be reconfigured into two different combinations. In its longbow configuration, it functions like a longbow, and in its shortbow configuration, it functions like a shortbow. In addition, when it is fully disassembled, it takes up space equivalent to a Compact weapon, making it easier to transport and conceal.

Talon: A talon is always attached to a foot. In order to attack with a talon, you must be trained in the Balance skill, have a Dexterity of at least 3, or be currently flying or gliding.

Titanbow: A titanbow is too unwieldy to use while you are mounted. It is the same size category as the creature it is sized for.

Tower Shield: Although you can hold a tower shield in one hand, it is considered a Heavy weapon because of its weight. You would typically have to support it with your other hand to effectively smash it into an enemy.

War Fan: A war fan grants you a +1 bonus to Armor defense while you wield it. If you wield two war fans at once, the bonus increases to +2. This bonus is treated as coming from a shield, and it does not stack with the benefits of using any other shield.

Whip: A whip can be used to attack targets within 15 feet instead of the normal 10 feet for a Long weapon.

9.3.6 Weapon Special Materials

Nonmagical weapons can be made from special materials that can alter the properties of the item. These special materials are described in Table 9.7: Weapon Special Materials. Depending on the construction of the weapon, it may be entirely composed of the special material, or it may only have its striking surface altered. For example, a dragonfang spear may have a wooden haft and still gain the full benefits of being a dragonfang weapon. An adamantine club would only have a thin layer of adamantine around the outside, rather than being entirely forged from adamantine, because the weight and cost would otherwise be absurd.

A weapon that is made from a special material cannot have any magic item properties, and cannot be chosen as a legacy item. Projectile weapons cannot be made from special materials. However, the ammunition fired by Projectile weapons can be made from special materials.

Any individual weapon can only ever gain the combat benefits of a single special material, even if it contains multiple special materials in its construction. That special material is chosen at the time the weapon is crafted and cannot be altered without recrafting it.

Weapon Special Material Prices

Weapon special materials are listed as having a single rank and price in Table 9.11: Armor Special Materials. This is the price for an amount of the special material sufficient to forge a weapon of the appropriate type, when combined with other normal weaponsmithing materials.

Table 9.7:Weapon Special Materials
Material

Special Effect

Item Rank (Cost)
  Adamantine

+2 damage, double damage to objects, extra weight

5 (25,000 gp)
  Adamantine, pure

+1d8 damage, double damage to objects, extra weight

7 (625,000 gp)
  Cold iron

Common vulnerabilities

2 (200 gp)
  Diamondsteel

+3 accuracy with critical hits

3 (1,000 gp)
  Diamondsteel, pure

+5 accuracy with critical hits

5 (25,000 gp)
  Dragonfang

Deals energy damage

3 (1,000 gp)
  Dragonfang, ancient

Deals energy damage, grants breath attack

5 (25,000 gp)
  Mithral

Lighter, -1 damage

3 (1,000 gp)
  Mithral, pure

+1 accuracy, lighter, -2 damage

5 (25,000 gp)
  Silvered

Common vulnerabilities

2 (200 gp)
  Starmetal

+2 extra damage, -1 accuracy, extra weight

2 (200 gp)
  Starmetal, pure

+1d8 extra damage, -1 accuracy, extra weight

4 (5,000 gp)

Adamantine: An adamantine weapon deals +2 weapon damage. In addition, strikes with it deal double damage to objects that are not made of pure or ordinary adamantine. Unlike other weapons, adamantine weapons are not lightweight, so Heavy adamantine weapons typically require a minimum Strength of 1.

Adamantine, Pure: A pure adamantine weapon deals +1d8 weapon damage. In addition, strikes with it deal double damage to objects that are not made of pure adamantine. Unlike other weapons, pure adamantine weapons are not lightweight, so Heavy adamantine weapons typically require a minimum Strength of 1.

Cold Iron: Many fey creatures and some demons are vulnerable to cold iron weapons.

Diamondsteel: A diamondsteel weapon grants you a +3 bonus to accuracy with strikes using it for the purpose of determining whether you get a critical hit.

Diamondsteel, Pure: A pure diamondsteel weapon grants you a +5 bonus to accuracy with strikes using it for the purpose of determining whether you get a critical hit.

Dragonfang: Attacks with a dragonfang weapon have that dragon’s associated tag (see Table C.2: Dragon Types).

Dragonfang, Ancient: Attacks with an ancient dragonfang weapon have that dragon’s associated tag (see Table C.2: Dragon Types).

Dragonfang Breath

Usage time: Standard action.

Cost: You briefly cannot use this ability again.

_______________________________________________________________________________________________________

Make a strike with double weapon damage using one ancient dragonfang weapon. It cannot be a dual strike. If the dragon’s breath weapon is normally a line, the strike targets everything in a Large (60 ft.), 10 ft. wide line from you. Otherwise, the strike targets everything in a Medium (30 ft.) cone from you. On a miss, you still deal half damage.

Mithral: A non-Heavy mithral weapon gains the Light weapon tag. A Heavy mithral weapon loses that tag and instead gains the Versatile Grip weapon tag. However, mithral weapons deal -1 weapon damage.

Mithral, Pure: A pure mithral weapon has a +1 accuracy bonus. In addition, a non-Heavy mithral weapon gains the Light weapon tag. A Heavy mithral weapon loses that tag and instead gains the Versatile Grip weapon tag. However, pure mithral weapons deal -2 weapon damage.

Silvered: Lycanthropes and some undead are vulnerable to silvered weapons.

Starmetal: A starmetal weapon deals +2 extra damage. However, it also has a -1 accuracy penalty. Unlike other weapons, starmetal weapons are not lightweight, so they typically require a minimum Strength of 1 to wield.

Pure Starmetal: A pure starmetal weapon deals +1d8 extra damage. However, it also has a -1 accuracy penalty. Unlike other weapons, pure starmetal weapons are not lightweight, so they typically require a minimum Strength of 1 to wield.