Simple Weapons
- Alchemical Bomb (Weapon)
Alchemical Bomb Light Thrown (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 0 gp as Bomb as Bomb as Bomb x2 20 ft. 1/4th lb Bomb effect(s) Weapon Qualities: Expendable, Non-Melee, Touch 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. - Alchemical Creation (Weapon)
Alchemical Creation Light Thrown (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type varies effect effect effect - 10 ft 1/4th lb Creation effect(s) Weapon Qualities: Expendable, Non-Melee, Touch 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 - Athame (Weapon)
Athame Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 30 gp 1d4 1d6 1d10 x2 - 2 lbs Piercing (physical, common) Weapon Qualities: Concealable, Implement An athame resembles a dagger, except that its design is strongly influenced by the magical and ritual aspects, rather than the martial aspects. As a result, the athame ceremonial dagger is not especially good as a weapon. It can be used as a magical rod, although this is not common, and it is almost always the 'weapon' of choice for ceremonies and rituals, as its ceremonial ability to gather and manipulate aura is almost without peer. That being said, in the simple, sturdy world of the martial, it's pretty mediocre. They can be made of many different materials, although many of the materials chosen (such as obsidian, bone, cemented ashes, etc) are pretty terrible from a pure 'winning a deadly fight' point of view. An athame is pretty laughable as 'serious weaponry' goes, but nevertheless, is surprisingly common everywhere that magic and ritual comes into play... which is honestly a lot of places. No great skill is required to use an athame, thankfully, but it is commonly used by those more magical in nature, and woe betide the warrior who discounts what an athame can do in the wrong hands. The athame belongs to the "Light Blades" weapon group, barely. - Blowgun (Weapon)
Blowgun Light Thrown (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 2 gp see ammo see ammo see ammo see ammo see ammo 1 lb Piercing (physical, common) or by ammunition Weapon Qualities: Non-Melee, Silent Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. You can fire a blowgun with one hand, but reloading requires both hands. Since using a blowgun requires that the wielder blow the dart out with his mouth, it is not possible to dual-wield blowguns unless you have more than one mouth. Despite the appearance of being a projectile weapon, blowguns behave like thrown weapons, allowing only 5 range increments as a maximum range. The blowgun belongs to the "Thrown" weapon group. Show / Hide Ammunition TypesAmmo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Blowgun Dart 1 sp each 1 1d2 1d3 x2 20 ft 0.05 lbs each Piercing (physical, common) Weapon Qualities: Expendable Usable only with a blowgun, these darts are most obviously used to deliver poisons, or they can simply be an effective way to deliver extra damage from class features, such as a rogue's sneak attack, or a ranger's quarry dice. - Boar Spear (Weapon)
Boar Spear 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 5 gp 1d6 1d8 2d6 x2 - 8 lbs Piercing (physical, common) Weapon Qualities: Brace, Charge Defense, Defensive Take a regular spear and reinforce it, using a bigger head, and a thicker shaft. Add a set of crossbars below the head, too, to stop creatures from charging down the shaft. You wind up with the boar spear, which does less critical damage than a regular spear due to the extra weight, but is much safer if you hit a charging foe. The Boar Spear belongs to the "Spears" weapon group. - Brass Knuckles (Weapon)
Brass Knuckles Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 gp 1d2 1d3 1d4 x2 - 1 lb Bludgeoning (physical, common) Weapon Qualities: Awkward, Battering, Concealable, Monk-Usable Brass knuckles deal lethal damage, allow you to threaten adjacent squares, take opportunity attacks, and flank. You may hold objects in a hand wearing brass knuckles. You may not wield weapons in a hand wearing brass knuckles. You may cast spells with somatic components while wearing brass knuckles if you make a Caster Check with a DC of 10 + quadruple the spell level. Brass Knuckles belong to the "Monk" and "Close" weapons groups. - Cestus (Weapon)
Cestus Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 5 gp 1d3 1d4 1d6 x2 - 1 lb Bludgeoning (physical, common) Weapon Qualities: Attached, Awkward, Monk-Usable, Uncomfortable A cestus is a sturdy leather or wicker sleeve and fingerless glove which attaches to your arm and hand. It has striking plates and/or spikes which deal lethal damage. You may carry objects in a hand wearing a cestus. You may wield weapons in a hand wearing a cestus, but take a -2 penalty to hit. You may use that hand for Dex-based skill rolls, but such rolls take a -2 penalty as well. Donning or removing a cestus takes a full round action. The Cestus belongs to the "Monk" and "Close" weapons groups. - Club (Weapon)
Club 1-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 2 sp 1d4 1d6 1d10 x2 10 ft 3 lbs Bludgeoning (physical, common) Weapon Qualities: Concealable, Melee Capable, Primitive Availability, Stout A club is a heavy blunt object, usually two to four feet long. Clubs are often made of bone or wood, and rarely have much in the way of work applied to them. A handy branch with a knot at one end makes a dandy club. Despite their sturdy simplicity clubs are not bad weapons. They do appreciable damage and can be thrown to reasonable distances, especially considering the price. The Club belongs to the "Hammers" and "Thrown" weapon groups. - Dagger (Weapon)
Dagger Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 2 gp 1d3 1d4 1d6 19-20 x2 10 ft 1 lb Piercing (physical, common) or Slashing (physical, common) Weapon Qualities: Concealable, Melee Capable A dagger is a light knife meant for combat. Daggers come with blades of many shapes and sizes, but always have at least one sharpened edge and a useful point. Daggers are small enough that you receive a +2 bonus to Sleight of Hand skill checks to conceal a dagger on your person. The Dagger belongs to the "Blade, Light", "Close" and "Thrown" weapons groups. - Dart (Weapon)
Dart Light Thrown (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 5 sp 1d3 1d4 1d6 x2 20 ft 1/2 lb Piercing (physical, common) Weapon Qualities: Concealable, Non-Melee 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. - Gauntlet (Weapon)
Gauntlet Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 2 gp 1d2 1d3 1d4 x2 - 1 lb Bludgeoning (physical, common) Weapon Qualities: Attached, Battering A gauntlet is a heavily reinforced metal glove. A gauntlet deals lethal damage, and an attack with a gauntlet is considered an armed attack. You cannot be easily disarmed of a gauntlet. All medium and heavy armors include a pair of gauntlets in their cost and weight. A hand wearing a Gauntlet may wield other items without restriction, but you may only use the item held, or the Gauntlet, each round. They are worn over the Gloves slot, and do not interfere with that item (if you have it). Note that the listed cost and weight is for a single gauntlet worn without armor, or with a suit of Light armor. The Gauntlet belongs to the "Close" weapon group. - Heavy Crossbow (Weapon)
Heavy Crossbow 2-Hand Projectile / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 50 gp see ammo see ammo see ammo see ammo see ammo 8 lbs Piercing (physical, common) or by ammunition Weapon Qualities: Mighty, Non-Melee You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. Despite this, due to their vigorous kick when fired, you cannot shoot a heavy crossbow with each hand. Heavy crossbows can be purchased in higher draw weights to match the Strength bonus of the wielder. This costs 50 gp per Strength mod plus added. Load: Loading a heavy crossbow can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).
The heavy crossbow belongs to the "Crossbows" weapon group.
Show / Hide Ammunition TypesAmmo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Crossbow Bolt 1 sp each 1d8 1d10 2d8 19-20 / x2 120 ft 0.1 lbs each Piercing (physical, common) Weapon Qualities: Expendable Crossbow bolts are thick, graceless things compared to arrows. In keeping with the simplicity of the crossbow, the bolts are not sophisticated, either. Arrows must be carefully made with just the right amount of flex, or spine, in the long, slim shafts. Bolts are far too thick and short to flex, even under the brutal firing conditions of heavy crossbows or hand onagers. Bolts have simple conical tips hammered of mild steel, massive shafts of heavy, cheap woods like greenheart, swamp oak, or sycamore, and durable fletching made of thin sections of cherry or pine. They take little to no skill to make, but they do have to be consistently made, so they are all the same size. Despite their low sophistication, nobody can argue that bolts lack in power, and they have won many, many battles. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Barbed Bolt 5 gp each 1d10 1d12 3d6 19-20 / x2 60 ft 0.25 lbs each Piercing (physical, common) Weapon Qualities: Expendable Barbed crossbow bolts are just about the nastiest things you'll ever see. They are stout, brutal devices, whose wicked barbs make the terrible wounds already inflicted by a crossbow much, much worse. Unlike normal bolts, barbed bolts are difficult to make and thus are expensive. They are typically made of the same woods as arrows, although in a thick, strong, graceless fashion, and are often fletched with thin shavings of horn or turtle shell. The massive barbed heads require considerable skill to forge and sharpen. Barbed bolts are heavier than standard bolts, and cannot be fired as far as standard bolts. Pointing a crossbow loaded with a barbed bolt at a someone is a very clear statement that you mean business. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Blunt Bolt 5 cp each 1d8 1d10 2d8 19-20 / x2 60 ft 0.1 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable Blunt crossbow bolts have the simple conical tip of mild steel replaced by a small round bit of glued-on iron that covers the end of the thick wooden shaft. This means blunt bolts can be made without a blacksmith, just punched out bits of iron. As a result, the cost of blunt crossbow bolts is half that of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bolts grant the weapon the Sunder quality at range, since the Hand Onager is also a Siege Weapon. - Heavy Mace (Weapon)
Heavy Mace 1-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 8 gp 1d6 1d8 2d6 x2 - 8 lbs Bludgeoning (physical, common) Weapon Qualities: Battering, Stout A heavy mace is a club with a nice tuxedo on, usually made of stone or steel. A heavy mace is about three feet long with a mighty striking head, usually equipped with some painful flanges and other tenderizers. Despite the expense and hard-hitting nature of the thing, there's really nothing in the way of finesse in a mace. It's got a nice suit on, but it's still a simple weapon. A heavy mace is seriously heavy, too, it's a real handful to use with one hand, and for that reason a heavy mace cannot be thrown with any measure of adroitness. The Heavy Mace belongs to the "Hammers" weapon group. - Javelin (Weapon)
Javelin 1-Hand Thrown / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 gp 1d4 1d6 1d10 x2 40 ft 2 lbs Piercing (physical, common) Weapon Qualities: Poor Melee 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. - Light Crossbow (Weapon)
Light Crossbow 2-Hand Projectile / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 35 gp see ammo see ammo see ammo see ammo see ammo 4 lbs Piercing (physical, common) or by ammunition Weapon Qualities: Mighty, Non-Melee You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Light crossbows can be purchased in higher draw weights to match the Strength bonus of the wielder. This costs 35 gp per Strength mod plus added. Load: Loading a light crossbow can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).
The light crossbow belongs to the "Crossbows" weapon group.
Show / Hide Ammunition TypesAmmo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Crossbow Bolt 1 sp each 1d6 1d8 2d6 19-20 / x2 80 ft 0.1 lbs each Piercing (physical, common) Weapon Qualities: Expendable Crossbow bolts are thick, graceless things compared to arrows. In keeping with the simplicity of the crossbow, the bolts are not sophisticated, either. Arrows must be carefully made with just the right amount of flex, or spine, in the long, slim shafts. Bolts are far too thick and short to flex, even under the brutal firing conditions of heavy crossbows or hand onagers. Bolts have simple conical tips hammered of mild steel, massive shafts of heavy, cheap woods like greenheart, swamp oak, or sycamore, and durable fletching made of thin sections of cherry or pine. They take little to no skill to make, but they do have to be consistently made, so they are all the same size. Despite their low sophistication, nobody can argue that bolts lack in power, and they have won many, many battles. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Barbed Bolt 5 gp each 1d8 1d10 2d8 19-20 / x2 40 ft 0.25 lbs each Piercing (physical, common) Weapon Qualities: Expendable Barbed crossbow bolts are just about the nastiest things you'll ever see. They are stout, brutal devices, whose wicked barbs make the terrible wounds already inflicted by a crossbow much, much worse. Unlike normal bolts, barbed bolts are difficult to make and thus are expensive. They are typically made of the same woods as arrows, although in a thick, strong, graceless fashion, and are often fletched with thin shavings of horn or turtle shell. The massive barbed heads require considerable skill to forge and sharpen. Barbed bolts are heavier than standard bolts, and cannot be fired as far as standard bolts. Pointing a crossbow loaded with a barbed bolt at a someone is a very clear statement that you mean business. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Blunt Bolt 5 cp each 1d6 1d8 2d6 19-20 / x2 40 ft 0.1 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable Blunt crossbow bolts have the simple conical tip of mild steel replaced by a small round bit of glued-on iron that covers the end of the thick wooden shaft. This means blunt bolts can be made without a blacksmith, just punched out bits of iron. As a result, the cost of blunt crossbow bolts is half that of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bolts grant the weapon the Sunder quality at range, since the Hand Onager is also a Siege Weapon. - Light Mace (Weapon)
Light Mace Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 5 gp 1d4 1d6 1d10 x2 - 4 lbs Bludgeoning (physical, common) Weapon Qualities: Stout, Intimidating A light mace is a sturdy stick roughly two feet long with a striking head on one end. They can be made of many different materials. A light mace is perhaps the least complex, yet quite 'serious' weapon. No great skill is required to use a light mace, but it is a surprisingly effective piece of armament. They are often made from hard woods, or reinforced with metal bands to provide them extra durability, and they can be quite difficult for an opponent to sunder. Given their ease of use, great affordability, and reasonable effectiveness, these humble hitting sticks are much more common than you might suspect. The Light Mace belongs to the "Hammers" weapon group. - Long Spear (Weapon)
Long Spear 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 5 gp 1d6 1d8 2d6 x3 - 9 lbs Piercing (physical, common) Weapon Qualities: Brace, Defensive, Reach A long spear is exactly what it sounds like: A longer spear. The extra two to three feet of length makes them more clumsy to throw than their shorter cousins, but grants them the ability to attack squares 10 feet (2 squares) from the wielder, although they cannot attack squares adjacent to the wielder. The long spear belongs to the "Spears" weapon group. - Mage's Rod (Weapon)
Mage's Rod Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 30 gp 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning (physical, common) Weapon Qualities: Stout, Implement A mage's rod is a length of heavy wood, sometimes reinforced with metal bands, leather grips, or even strips of reedy plants, to provide it extra durability. A mage's rod is slightly magical, allowing spell casting characters to use it to gain their implement bonus, thought the rod doesn't provide any specific magical abilities or effects to the wielder besides that. While not precisely intended as a melee weapon, it is sturdy enough to withstand the rigors of combat, both when whacking an enemy upside the head, and even when blocking an incoming sword strike. For more powerful magic rods, see the Magic Rods page. In all other regards, the mage's rod behaves exactly like a light mace, and as such, it also belongs to the "Hammers" weapon group. - Mage's Staff (Weapon)
Mage's Staff 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 80 gp 1d4/1d4 1d6/1d6 1d10/1d10 x2 - 7 lbs Bludgeoning (physical, common) Weapon Qualities: Double, Touch, Implement A mage's staff is a high-quality variant of a quarterstaff. In fact, feats and other abilities that apply to a quarterstaff can also be applied to a mage's staff. In addition, mage's staves can be used to make melee touch attacks instead of standard melee attacks, at the expense of ignoring the user's strength modifier (or any ability score that they use in place of strength) for purposes of damage (it does not affect their to-hit number, other than the bonus granted by making a melee touch attack). This can be a good thing if the user's strength score is below 10. Finally, a mage's staff counts as a magic implement, if the wielder's class grants an Implement Bonus. A mage's staff belongs to the "Double" weapon group. - Morningstar (Weapon)
Morningstar 1-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 12 gp 1d6 1d8 2d6 x2 - 6 lbs Bludgeoning (physical, common) or Piercing (physical, common) Weapon Qualities: Battering, Deadly A morningstar is like a heavy mace with a slightly smaller head. To make up for the lost damage due to the lower weight, the morningstar has a LOT of sharp spikes all over that head. Getting hit with one... hurts. A lot. The Morningstar belongs to the "Hammers" weapon group. - Quarterstaff (Weapon)
Quarterstaff 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 gp 1d4/1d4 1d6/1d6 1d10/1d10 x2 - 4 lbs Bludgeoning (physical, common) Weapon Qualities: Double, Monk-Usable, Primitive Availability Never has a device so simple had such power. Despite the extremely basic design and low, low cost, a person with a quarterstaff is actually very well armed. A quarterstaff can be used with no skill exactly as its shorter cousin, the club. But in the hands of a skillful user, the quarterstaff is a double weapon, attacking as two clubs, and the more skill the user has, the more dangerous this simple stick gets. And as if that weren't enough, the quarterstaff can also be used by monks, who can show you how to really use a fallen tree branch. The Quarterstaff belongs to the "Double" and "Monk" weapon groups. - Short Spear (Weapon)
Short Spear 1-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 gp 1d4 1d6 1d10 x3 20 ft 4 lbs Piercing (physical, common) Weapon Qualities: Finesse, Melee Capable, Primitive Availability A short spear is a bit of an odd duck. Many of them are made out of daggers and ruined swords. Take an appreciable bit of a knife blade, maybe six inches to a foot or more, and pop it onto a nice, handy three foot long stick. You now have a surprisingly useful gadget! You can throw it a good long way with reasonable accuracy. You also can use the long grip to stick frogs and nasty neighbors, and the extra length gives you enough leverage to do some serious damage. The short spear belongs to the "Spears" and "Thrown" weapon groups. - Sickle (Weapon)
Sickle Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 30 gp 1d4 1d6 1d10 x2 - 2 lbs Slashing (physical, common) Weapon Qualities: Pilfering, Implement Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's possessions and hook them back so that they are now your possessions. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh. Sickles have a strong 'magical' orientation as well, and are often ceremonial 'weapons' used in rituals or as magical Rods. These uses are not exactly common, but they are not rare, either. The Sickle belongs to the "Blades, Light" weapon group. - Sling (Weapon)
Sling Light Projectile / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 gp see ammo see ammo see ammo see ammo see ammo 0.1 lbs Bludgeoning (physical, common) or by ammunition Weapon Qualities: Alchemical, Bullets, Concealable, Non-Melee, Primitive Availability A sling is little more than a leather cup attached to a pair of strings. They cost nearly nothing since they are so easily created from scratch. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Load: Loading a sling can be performed with either a move action or an attack action, and requires both hands (one to hold the sling, and one to load the bullet).
Ammo: Slings can fire rocks, bullets, and a variety of other ammunition, which cost anywhere from a little to a lot of money, depending on what they are. Slings may also fire alchemical bombs and alchemical creations such as thunderstones and tanglefoot bags, greatly increasing their range. See the individual ammo listings below for details. The Sling belongs to the "Thrown" weapon group.
Show / Hide Ammunition TypesAmmo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Improvised Ammo free 1d3 1d4 1d6 x2 50 ft 0.1 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable This ammo consists of small stones, knots of dense wood, hard nuts, large teeth, knuckle bones, metal nuts and bolts, etc., that have been scavenged from the surroundings. It takes 10 minutes to find 6d6 pieces of ammunition if you are in a natural setting. Unusually tidy locales, or more civilized ones, require a Survival check versus an Average DC based on the area's CR, and at least an hour to locate suitable ammunition. However, a Hard DC on that same check reduces this time back down to 10 minutes. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Sling Bullet 1 cp each 1d4 1d6 1d8 x3 50 ft 0.25 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable Sling bullets are dense, hard pellets with either a round or football shape to them. They can be made of metal, bone, stone, or even hard woods. They all weigh a quarter of a pound for the medium sized version of them. They are uniformly cheap, ten for a silver piece. Exotic sling bullets may be made of gemstones, teeth, or other things. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Dural Bullet 5 sp each 1d6 1d8 2d6 19-20/x2 25 ft 0.75 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable Dural is a rare type of stone mined far underground which is valuable for its extreme density and hardness. Dural is unsuited to most uses, it is brittle in thin cross-sections and easily cracks and flakes if it is shaped into flat surfaces. Most Dural is used in the form of sand, as an extremely potent abrasive in sandpaper. Some Dural is mined in large chunks and formed into spheres, which avoids the worst of its spalling property. In this form Dural can be used for ranged weapons and ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight of the ammo. Many well-heeled adventurers consider the expense and short range of Dural ammunition well worth the tradeoffs. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Groaning Bullet 1 gp each 1 1 1 x2 60 ft 0.1 lbs each Bludgeoning (physical, common) Weapon Qualities: Audible, Expendable These sling bullets are riddled with cunning perforations that cause them to emit an eerie moan audible during the last 50 feet of their flight path. They are quite light and frangible, pulverizing into nearly harmless shards when they strike a target and inflicting only a single point of damage, although magic and strength can increase that considerably. Despite their light weight they are extremely aerodynamic and fly very far indeed. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Alchemical Bomb free 1 + bomb 1 + bomb 1 + bomb x2 30 ft 0.25 lbs each Bludgeoning (physical, common) + bomb effect(s) Weapon Qualities: Expendable Only Alchemists have access to this type of ammunition, but they are highly versatile. With the use of discoveries, alchemical bombs can be modified to do a huge variety of damage types, status conditions, and other nasty surprises for the unwary. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Alchemical Creation varies 1 + effect 1 + effect 1 + effect x2 20 ft 0.25 lbs each Bludgeoning (physical, common) + creation effect(s) Weapon Qualities: Expendable Some alchemical creations are meant to be thrown, but can also be propelled with the use of a sling, slingstaff, or stonebow (or any other weapon that projects bullet-type ammunition). A complete list of alchemical creations can be found on the Alchemical Creations page, but only the entries which show a range increment may be used here. Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type Skiprock 3 gp 1d4 1d6 1d10 x2 20 ft 0.25 lbs each Bludgeoning (physical, common) Weapon Qualities: Expendable, Non-Melee, Ricochet Skiprocks are small puck-shaped rocks that can be thrown, or fired from a sling, slingstaff, or stonebow. Skiprocks require the Exotic Weapon Proficiency feat to use proficiently. Although skiprocks can be used as ammunition, they are primarily thrown weapons. Because of this, if a skiprock is enchanted to at least +1, it gains the Returning weapon property and loses the Expendable quality. This means that a single enchanted skiprock can be used as ammunition multiple times per round. Skiprocks belong to the "Thrown" weapon group. - Spear (Weapon)
Spear 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 2 gp 1d6 1d8 2d6 x3 20 ft 6 lbs Piercing (physical, common) Weapon Qualities: Brace, Defensive, Melee Capable, Primitive Availability Take a hefty five foot long stick, put a nice sharp blade on the end, and you have a spear. Spears are simple, economical, and for the investment, about the best weapons ever invented. If you need to arm thousands of troops really fast, you use spears. They hit extremely hard, they can be thrown for good distances, and they can brace to discourage charging opponents. The Spear belongs to the "Spears" and "Thrown" weapon groups. - Stake (Weapon)
Stake Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 1 sp 1d3 1d4 1d6 x2 - 1 lb Piercing (physical, common) Weapon Qualities: Primitive Availability, Hard-Hitting A stake is a strong, hard, stick which has been sharpened on one or both ends. They are between ten and eighteen inches long and an inch or more in diameter. Stakes are most commonly made of wood, but they can and are made of bone, horn, stone, and even metal. As a matter of fact, the lowly iron spike which almost every adventurer has rattling around in the bottom of their packs, can be used perfectly well as stakes. They are surprisingly good weapons, inflict deadly wounds, and all for the low, low price of 'free' if you're willing to scrounge and whittle. The Stake belongs to the "Close" weapon group. - Thieves' Tools (Weapon)
Thieves' Tools 2-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 30 gp 1d3 1d4 1d6 x2 - 3 lbs Piercing (physical, common) Weapon Qualities: Finesse, Trapbreaker, Special Thieves' Tools are technically a weapon used in two hands, even though the tools themselves are individually quite small. But if you are in the middle of working a trap and have to break off and tackle that monster about to eat the sorcerer, and you don't want to drop your tools to pull a real weapon, Thieves' Tools can be jammed into a monster's eyeball just fine. For a two-handed weapon, their damage is awful, but they can serve in an emergency. Thieves' Tools belong to the "Close" weapons group. Special: Thieves' Tools are treated as a dagger (just one, despite requiring both hands, and despite having no throwing range) for all game purposes, such as feats, class features, racial traits, etc.
- Unarmed Strike (Weapon)
Unarmed Strike Light (1-Hand) / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 0 gp 1d2 1d3 1d4 x2 - - Bludgeoning (physical, common) Weapon Qualities: Monk-Usable, Subduing An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat with an unarmed strike. In order to perform an unarmed strike, you must have one hand free (you cannot be holding any objects, wearing a shield on that arm, etc.), though you can still be wearing gloves and bracers, including magic gloves and bracers. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. Unarmed Strike belongs to the "Close" and "Monk" weapon groups. - Whip (Weapon)
Whip 1-Hand / Simple [edit] Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type 4 gp 1d2 1d3 1d4 x2 - 2 lbs Slashing (physical, common) Weapon Qualities: Finesse, Inclusive Reach, Subduing This is the traditional animal whip used to handle herds, draft teams, and the like. It deals very little damage, as the tip is deliberately made light so as to leave the herded animals unharmed (most draft animals have a point or two of DR). As a result, it is rarely used in serious fights. The Whip belongs to the "Flails", weapon group.