Epic Path \ Weapons \ Thrown Weapons
Simple Thrown Weapons
Alchemical Bomb, Thrown
Alchemical Bomb |
Light Thrown (1-Hand) / Simple |
[edit]
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|
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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0 gp |
as Bomb |
as Bomb |
as Bomb |
x2 |
20 ft. |
1/4th lb |
Bomb effect(s)
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Weapon Qualities: Expendable, Non-Melee, Touch
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Alchemist bombs are only available to alchemists, via their class feature, bomb. Alchemist bombs can be enhanced through discoveries and feats to create a variety of effects, damage types and status conditions. The damage of the bomb is based on the level of the alchemist that created it. Bombs become inert if used or carried by someone other than the alchemist that created them.
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Alchemical Creation, Thrown
Alchemical Creation |
Light Thrown (1-Hand) / Simple |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
|
varies |
effect |
effect |
effect |
- |
10 ft |
1/4th lb |
Creation effect(s)
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Weapon Qualities: Expendable, Non-Melee, Touch
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Alchemical creations, such as tanglefoot bags, alchemist's fire and alkali flasks, provide useful ways to alter a battle, or affect particular foes. Many of these alchemical creations can be thrown at enemy creatures for various effects. Refer to the creation description for the damage and effect(s) it can inflict. Link: Alchemical Creations
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Dart
Dart |
Light Thrown (1-Hand) / Simple |
[edit]
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|
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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5 sp |
1d3 |
1d4 |
1d6 |
x2 |
20 ft |
1/2 lb |
Piercing (physical, common)
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Weapon Qualities: Concealable, Non-Melee
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Darts are small throwing knives, sometimes featuring a weighted tip or ribbons on the back end. They are only thrown weapons, and cannot be used in melee or fired from slings, bows, crossbows or stonebows. They most closely resemble daggers except that they are specifically weighted for throwing. Darts belong to the "Thrown" weapon group.
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Javelin
Javelin |
1-Hand Thrown / Simple |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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1 gp |
1d4 |
1d6 |
1d10 |
x2 |
40 ft |
2 lbs |
Piercing (physical, common)
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Weapon Qualities: Poor Melee
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A javelin is a spear which has been adapted to be thrown, with no focus on its use in melee. The shaft is not nearly as sturdy as a spear's, making it unsuitable for parrying, and the head is a long, needle-like affair which is difficult to jab into a nearby enemy, though it is ideal for throwing into one a little distance away. As a result, using a javelin in melee inflicts a -2 penalty on all attack rolls. Javelins belong to the "Thrown" weapon group.
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Martial Thrown Weapons
Boomerang
Boomerang |
1-Hand Thrown / Martial |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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1 gp |
1d4 |
1d6 |
1d10 |
x2 |
30 ft |
3 lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Melee Capable
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A boomerang is a heavy blunt object, usually two to four feet long, and almost always crafted with a distinct bend in the middle. Boomerangs are often made of bone or wood, and despite their simple appearance have a high degree of craft and skill in achieving a stable and controllable thrown flight path. Despite their considerable range and good damage, boomerangs are also perfectly fine melee weapons and may be used in one hand in melee without penalty. Boomerangs are not light weapons, however, so fighting with two boomerangs is fraught with difficulty. Many boomerangs are finely decorated with scrimshaw and carvings. The Boomerang belongs to the "Thrown" weapon groups.
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Chakram
Chakram |
1-Hand Thrown / Martial |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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10 gp |
1d6 |
1d8 |
2d6 |
19-20x2 |
30 ft |
3 lbs |
Slashing (physical, common)
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Weapon Qualities: Poor Melee
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A chakram is an elegant throwing weapon consisting of a balanced ring made of metal or other hard substance that is thrown with one hand. As a thrown weapon, Strength is used for damage adjustments, and unless enchanted, the chakram must be recovered for reuse from the square upon which it was targeted. An enchanted chakram is tremendous fun to use or watch being used, gracefully orbiting around the battlefield making the best noises ever. A chakram is not very good as a melee weapon, incurring a -2 penalty to-hit, but it does allow you to threaten, flank, and take attacks of opportunity. The chakram belongs to the "Blades, Heavy" and "Thrown" weapon groups.
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Knife, Throwing
Throwing Knife |
Light Thrown (1-Hand) / Martial |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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3 gp |
1d3 |
1d4 |
1d6 |
19-20 x2 |
30 ft |
1 lb |
Piercing (physical, common)
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Weapon Qualities: Concealable, Poor Melee
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A throwing knife is a small, perfectly balanced blade with no guard that is thrown with one hand. As a thrown weapon, Strength is used for damage adjustments, and unless enchanted, a throwing knife must be recovered for reuse from the square upon which it was targeted. A throwing knife is not very good as a melee weapon, incurring a –2 penalty to-hit, but it does allow you to threaten, flank, and take attacks of opportunity. The throwing knife is even easier to hide than most knives, allowing the traditional "snatch the knife from hiding and throw it at the bad guy" trick to work very well indeed. The throwing knife is considered a light weapon in melee. The throwing knife belongs to the "Blades, Light" and "Thrown" weapon groups.
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Pilum
Pilum (Weapon)
Spear, Throwing
Throwing Spear |
1-Hand Thrown / Martial |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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5 gp |
1d6 |
1d8 |
2d6 |
x4 |
40 ft |
3 lbs |
Piercing (physical, common)
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Weapon Qualities: Poor Melee
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A throwing spear is exactly what it sounds like: a spear optimized to be thrown long distances and strike like thunder. A throwing spear is a martial thrown weapon, and can (in theory) be used in one hand to fight in melee, although it is really too light for such duty, inflicting a -2 penalty when doing so. The light shaft and long, needle-tipped point make it very effective, with a surprisingly long range, and while it is not common to score a critical hit with a throwing spear, when you get lucky, it's something to behold. The throwing spear belongs to the "Thrown" weapon groups.
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Exotic Thrown Weapons
Bola
Bola |
1-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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15 gp |
1d3 |
1d4 |
1d8 |
x2 |
10 ft |
2 lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Concealable, Non-Melee, Ranged Attack of Opportunity, Slow Draw, Trip
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The bola is a pair of short cords or light chains tied together in a criss-cross shape, with spiked weights tied to three of the four ends. A bola can be drawn and thrown with one hand. It always takes a move action to draw a bola, to avoid tangling the complex cordage, even with Quick Draw (Feat). When thrown by a proficient wielder, bolas spread out as they rotate and can wrap around a foe's legs. Despite their odd looks, bolas are extremely handy, and a proficient user can fling them at an instant's notice. Bolas cannot be used as a melee weapon. During the wielder's turn, bolas can be used to perform trip attacks. If the wielder of a bola is holding the weapon in their hand, they can use the bola to make an attack of opportunity against any foe who moves within thirty feet of them, even though it does not threaten in melee. However, when used to make any attack of opportunity, a bola cannot make a trip attack. A bola does not threaten, nor does it permit flanks. Bolas belong to the "Thrown" and "Flails" weapons groups.
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Bola, Lethal
Bola, Lethal (Weapon)
Careen
Careen |
Light Thrown (1-Hand) / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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30 gp |
1d4 |
1d6 |
1d10 |
x2 |
20 ft |
2 lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Concealable, Deceptive, Non-Melee, Powerful, Strength-Based
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The careen, colloquially called "huckin' rocks", are one-handed spheres of dense stone a bit larger than a plum. They often have a somewhat oblong shape, and a distinct ridge upon which a finger may be placed for more control of their spin. Despite appearances, they are extremely deadly in the hands of an expert user, and can be hurled one-handed with incredible force and accuracy. Even more deadly, in the hands of a trained user, a careen weaves and turns in flight, making it extremely difficult to deflect, catching opponents off-guard, and even curving around shields. Careens allow the wielder to apply his Strength (instead of Dexterity) when calculating both to-hits and damage, as if it were a light melee weapon, though it cannot be used in melee. Indeed, a careen can even make use of Power Attack (Feat) as though it were a light melee weapon. Careens belong to the "Thrown" weapon group.
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Glaive, Throwing
Throwing Glaive |
1-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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120 gp |
- |
1d12 |
3d6 |
19-20 x2 |
30 ft |
7 lbs |
Slashing (physical, common)
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Weapon Qualities: Deceptive, Poor Melee, Size Limited, Slow Draw
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The name "throwing glaive" is a bit of a misnomer, because this weapon is not a glaive at all. The radially symmetrical throwing glaive is a rare and exotic weapon most similar to an extremely large shuriken. A throwing glaive consists of a central hub, around which bristle outward pointing blades, ranging in number from two to seven or more, usually curved and often an odd number. A throwing glaive's large size (they are usually the size of a small shield) and dangerously inconvenient shape make them slow and difficult to ready for combat. Drawing one from storage never takes less than a move action, even if the wielder has Quick Draw (Feat). Even worse, a size small or smaller wielder cannot use a throwing glaive at all, as a certain length of limb is required before the weapon can be effectively thrown. A throwing glaive can be used in melee combat, but its inconvenient shape renders it a poor choice, inflicting a -2 penalty to hit. However, when thrown by a proficient user, the reason for its awkward shape becomes evident: a throwing glaive weaves and turns in flight in a most dangerous and deceptive fashion, catching most foes off-guard. The aggressive spinning delivery, odd shape, and powerful blades can inflict severe damage, making the weapon's considerable drawbacks easily tolerated by the aficionado. The throwing glaive belongs to the "Blades, Heavy" and "Thrown" weapon groups.
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Lasso
Lasso |
2-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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10 gp |
- |
- |
- |
- |
10 ft |
5 lbs |
N/A
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Weapon Qualities: Entangling, Non-Melee, Retrieving, Touch
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The lasso is not a rope, even though it is made from a rope. A lasso is carefully formed and shaped from rope soaked in paraffin, so it holds its shape but can still perform its function. A typical lasso is fifty feet long, and so cannot be thrown more than fifty feet. Attacking with a lasso requires both hands, inflicts no damage, and is a ranged touch attack. If the touch attack is successful, the lasso inflicts the Entangled condition on the victim.
Note that the lasso's ability to inflict the Entangled quality and enable the Retrieving quality are mundane qualities that pierce the immunity to conditions conveyed by some monster roles (such as heavies and threats).
The wielder can expend a move action to place tension on the lasso. As long as the attacker is maintaining tension every round by expending a move action, the victim may not escape the lasso. The victim (or one of the victim's allies) may attack the lasso if they have a slashing weapon, using the Sunder combat maneuver. If the attacker drops the lasso or fails to use a move action to maintain tension on the rope, the victim may escape the lasso by expending a move action. Each round that the wielder is maintaining tension on the lasso, he may roll a Might skill roll with a +2 weapon bonus against the victim's Maneuver Defense to pull the victim closer to him as part of the same move action as maintaining tension.
Assuming the lasso is not entangling a target and has not been sundered, or if the ranged touch attack misses the target, it requires a standard action to coil the lasso back into a configuration suitable for throwing again.
The lasso belongs to the "Thrown" weapons group.
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Net
Net |
2-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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20 gp |
- |
- |
- |
- |
10 ft |
12 lbs |
N/A
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Weapon Qualities: Non-Melee, Pinning, Slow Draw, Touch
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A combat net is made of heavy jute, which is loosely knotted together to make the strands slip and slide across one another. This makes the net hard to maintain, but makes it very soft and able to conform to objects despite its very sturdy weave. The loose weave also means that it always takes a move action to draw a Net for use, even if you have Quick Draw (Feat). When a net is thrown it deals no damage. Attacking with a net requires both hands. When it is hurled by a skilled user it spreads in the air and wraps around a foe as long as they are within one size category larger or smaller than the wielder. Attacking with a net is a ranged touch attack, and upon a successful hit, the net inflicts the Pinned condition. To remove the pinned condition, the victim must expend a full round action to unwrap and throw off the net with an Escape Artist check versus the attacker's Maneuver Defense. This is the only action which the pinned creature can undertake while pinned by a net. If they make this roll by 5 or more, it takes only a move action to escape the net.
A net which has been thrown at a target must be gathered and carefully folded back into a throwable shape, requiring a full minute before it can be thrown again.
Note that a net's ability to inflict the Pinned condition does NOT pierce the immunity to conditions conveyed by some monster roles (such as heavies and threats).
The net belongs to the "Thrown" weapons group.
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Shotput
Shotput |
2-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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15 gp |
1d10 |
2d6 |
3d6 |
19-20 x3 |
20 ft |
12 lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Ponderous, Poor Melee, Powerful, Strength-Based
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Despite appearances, these simple, heavy, spheres are very lethal ranged weapons. They have been known by many names, such as dreadstones, skullsmashers, and thunderballs. They are two-handed exotic throwing weapons, requiring a huge amount of training to use properly, despite being quite a bit simpler than careens or skiprocks. They are larger and heavier than orc shotputs, and the two-handed techniques used to throw them are far more controlled. As a result, they are much more accurate, but they have much less chance of inflicting massive damage. This trade-off is little remarked, though, as their damage potential is second to none. Unlike most thrown weapons, shotputs allow the wielder to apply his Strength bonuses to both to-hit and damage rolls, and even better, the Strength Damage bonus x1.5 is applied, since the weapon is used with two hands. A shotput can even make use of Power Attack (Feat) as though it were a 2-handed melee weapon. Shotputs can also be used in melee, albeit at a -2 penalty on attack rolls. As such, they threaten adjacent squares, and allow the wielder to make opportunity attacks and provide flanks. The Shotput belongs to the "Thrown", weapon group.
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Shotput, Orc
Orc Shotput |
1-Hand Thrown / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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10 gp |
- |
2d6 |
3d6 |
x2 |
10 ft |
10 lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Ponderous, Poor Melee, Powerful, Size Limited, Strength-Based
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Special training turns a grapefruit-sized sphere of crude iron into a deadly projectile. Even with the exotic weapon proficiency (orc shotput) feat, a wielder must be medium-size or larger to use the weapon effectively (or take a -2 size and -2 handiness penalty). The orc shotput is a rather small example of this breed of weapon, and is hurled with great force, with an eye to the occasional massive strike, rather than more reliable damage. As a result, it becomes wildly inaccurate quickly. The orc shotput may also be used in melee, albeit at a -2 penalty on attack rolls. As such, the wielder threatens adjacent squares, may make opportunity attacks, and provide flanks. The orc shotput belongs to the "Thrown" weapons group.
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Shuriken
Shuriken |
Light Thrown (1-Hand) / Exotic |
[edit]
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Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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2 sp |
1d3 |
1d4 |
1d6 |
x2 |
20 ft |
1/10th lbs |
Drilling (physical, uncommon)
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Weapon Qualities: Concealable, Monk-Usable, Non-Melee
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Shuriken are small discs or spikes of heavy, sharp steel or dweomermetal which are thrown at targets. An exotic weapon, Shuriken are usable by Monks, and any warrior who can master their odd behaviors. Despite their small size, the odd shape and extreme profile of the shuriken allows it to inflict amazing damage, and it is possible to hide them almost anywhere. A shuriken can't be used as a melee weapon. For purposes of Weapon Properties, Feats, and all other game play aspects, the Shuriken is treated as it it inflicts Piercing damage. The Shuriken belongs to the "Thrown" weapon group.
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Skiprock, Thrown
Skiprock |
1-Hand Thrown / Exotic |
[edit]
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|
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
|
3 gp |
1d3 |
1d4 |
1d8 |
x2 |
10 ft |
1/4th lbs |
Bludgeoning (physical, common)
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Weapon Qualities: Concealable, Non-Melee, Ricochet, Special
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Skiprocks are like small puck-shaped rocks which can be thrown, used in a sling or fired from a stonebow. If used by someone with the Exotic Weapon Proficiency for skiprocks, they gain use of the ricochet ability (see below), which can be used with any delivery method. Although skiprocks can be used as ammunition, they are thrown weapons for purposes of enchantment, drawing them for use, or for what happens to them after they are fired. Because of this, if a skiprock is enchanted to at least +1, it gains the Returning weapon property if desired and retains that quality even if fired from a projectile weapon with greater than a +1 enhancement. This means that a single skiprock can be used as ammunition multiple times per round if desired, as long as the returning property is able to function. When used as a thrown weapon, a skiprock is not usable in melee combat and so does not threaten, allow flanks, and cannot be used for attacks of opportunity. Skiprocks belong to the "Thrown" weapons group.
- Special: Ricochet
- Requires Exotic Weapon Proficiency (Skiprocks): Up to once per round, if you successfully strike your target, select a different foe within 10 feet of your first target and make a second attack. Resolve this second attack using the same attack bonuses and penalties as the first attack. On larger creatures you may choose the square you struck before determining the path to the second creature, though you must have line of effect to all squares in the path. Only roll damage once, but each target that was struck takes the full damage. Any precision damage included in the attack is only applied to the first target, but damage bonuses from Strength, feats, and magical bonuses are applied to both targets. Ricochet may never be used more than once per round, regardless of how many attacks the throwing character has, how many different skiprocks they throw, or how many different creatures they are targeting.
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