Weapons and Armor
Note that all weapons and armor detailed on this page are assumed to be made of iron, except for:
- Unarmed strikes are made with your body.
- Clubs, quarterstaves, blowguns, javelins, greatclubs, long bows, short bows, nunchaku, bolas, composite bows, and sling staves are all made of wood. (Ammunition, aside from blowgun darts, is all made of metal.)
- Slings (but not bullets), saps, whips, and nets are made of leather or rope.
- Shields may be made of wood or metal.
- Leather and hide armor are made of leather. Padded is made of cloth.
Other materials can be used to make weapons and armor.
Weapons
From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes. All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target's armor class (AC), the hit becomes a critical hit, dealing additional damage.
Weapon Proficiency
Weapons are categorized into two interlocking sets that define the training needed to become proficient in a weapon's use. One set categorizes weapons by how difficult they are to learn; the other set categorizes weapons that are used in similar ways.
Simple, Martial, and Exotic Weapons: Simple weapons are the easiest to learn. Martial weapons are generally the purview of classes that have better base attack bonuses, representing their more extensive training. Proficiency with exotic weapons requires even more training. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. Characters who use weapons with which they are not proficient apply a non-proficiency penalty to attack rolls.
Weapon Groups: Weapons are grouped into related categories for the purpose further specifying proficiency. These groups are: Axes, Heavy Blades, Light Blades, Close, Combo, Flails, Hammers, Monk, Natural, Pole Arms, Projectiles, Spears, and Thrown.
Weapon Characteristics
Weapons are also described by other characteristics: the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon — only one end of the weapon can be used in any given round.
Thrown Weapons: Daggers, clubs, shortspears, slings, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons: Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it's a specially built composite shortbow or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling. Two-handed projectile weapons can be used with bucklers; one-handed projectiles (staff slings and hand crossbows) can be fired but not reloaded while using a heavier shield.
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). A single piece of ammunition is known as a missile. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken 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.
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be non-proficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Weapon Size
Every weapon has a size category. A weapon's size category tells you the size of the creature that will use it best. A medium longsword was made with Medium creatures in mind.
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Weapon damage also varies by size. This variation in weapon damage follows a pattern that is shown in the table below:
Table: Size and Weapon Damage Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal 1* 1* 1 1 1d2 1d3 1d4 1d6 1d8 1* 1 1 1d2 1d3 1d4 1d6 1d8 1d10 1 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 3d4 1d2 1d3 1d4 1d6 1d8 1d10 1d12 3d4 2d8 1d3 1d4 1d6 1d8 1d10 1d12 3d4 2d8 1d20 1d4 1d6 1d8 1d10 1d12 3d4 2d8 1d20 5d4 *This weapon inflicts one point of nonlethal damage when it hits.
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a -4 non-proficiency penalty also applies.
Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons).
Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Dmg: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit.
×2: The weapon deals double damage on a critical hit.
×3: The weapon deals triple damage on a critical hit.
×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4: The weapon deals quadruple damage on a critical hit.
19-20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.
18-20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.
Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative -2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a -4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon's description for details.
Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Group: Weapons that are used similarly are grouped together. Weapon proficiency also depends on these groups. Some weapons belong to more than one weapon group.
Special: Some weapons have special features in addition to those noted in their descriptions.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat).
Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way — only one end of the weapon can be used in any given round.
Nonlethal: These weapons deal nonlethal damage (see Combat).
Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
Weapon Descriptions
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Group | Special |
---|---|---|---|---|---|---|---|---|---|
Light Melee Weapons | |||||||||
Dagger | 2 gp | 1d3 | 1d4 | 19-20/×2 | 10 ft. | 1 lb. | P or S | light blade, thrown | — |
Dagger, punching | 2 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | P | close, light blade | — |
Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | close | — |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | P | close | — |
Mace, light | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | hammers | — |
Sickle | 6 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | light blade | trip |
Unarmed strike | — | 1d2 | 1d3 | ×2 | — | — | B | close, monk, natural | nonlethal |
One-Handed Melee Weapons | |||||||||
Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lbs. | B | hammers, thrown | — |
Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | B | hammers | — |
Morningstar | 8 gp | 1d6 | 1d8 | ×2 | — | 6 lbs. | B and P | flails | — |
Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lbs. | P | spears, thrown | — |
Two-Handed Melee Weapons | |||||||||
Longspear | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lbs. | P | spears | brace, reach |
Quarterstaff | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lbs. | B | combo, hammers, monk | double |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lbs. | P | spears, thrown | brace |
Ranged Weapons | |||||||||
Blowgun | 2 gp | 1 | 1d2 | ×2 | 20 ft. | 1 lb. | P | projectile | — |
Darts, blowgun (10) | 5 sp | — | — | — | — | — | — | — | |
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 8 lbs. | P | projectile | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — | — | |
Crossbow, light | 35 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 4 lbs. | P | projectile | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — | — | |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | 1/2 lb. | P | thrown | — |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lbs. | P | spears, thrown | — |
Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | — | B | projectile | — |
Bullets, sling (10) | 1 sp | — | — | — | — | 5 lbs. | — | — | |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Group | Special |
Light Melee Weapons | |||||||||
Axe, throwing | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lbs. | S | axes, thrown | — |
Hammer, light | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lbs. | B | hammers, thrown | — |
Handaxe | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lbs. | S | axes | — |
Kukri | 8 gp | 1d3 | 1d4 | 18-20/×2 | — | 2 lbs. | S | light blade | — |
Pick, light | 4 gp | 1d3 | 1d4 | ×4 | — | 3 lbs. | P | axes | — |
Sap | 1 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | close | nonlethal |
Shield, light | special | 1d2 | 1d3 | ×2 | — | special | B | close | — |
Siangham | 3 gp | 1d4 | 1d6 | ×3 | — | 1 lb. | P | monk, spears | — |
Spiked armor | special | 1d4 | 1d6 | ×2 | — | special | P | close | — |
Spiked shield, light | special | 1d3 | 1d4 | ×2 | — | special | P | close | — |
Starknife | 24 gp | 1d3 | 1d4 | 19-20/×2 | 30 ft. | 3 lbs. | P | light blade, thrown | — |
Sword, short | 10 gp | 1d4 | 1d6 | 19-20/×2 | — | 2 lbs. | P | light blade | — |
One-Handed Melee Weapons | |||||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lbs. | S | axes | — |
Flail | 8 gp | 1d6 | 1d8 | ×2 | — | 5 lbs. | B | flails | disarm, trip |
Longsword | 15 gp | 1d6 | 1d8 | 19-20/×2 | — | 4 lbs. | S | heavy blade | — |
Pick, heavy | 8 gp | 1d4 | 1d6 | ×4 | — | 6 lbs. | P | axes | — |
Rapier | 20 gp | 1d4 | 1d6 | 18-20/×2 | — | 2 lbs. | P | light blade | — |
Scimitar | 15 gp | 1d4 | 1d6 | 18-20/×2 | — | 4 lbs. | S | heavy blade | — |
Shield, heavy | special | 1d3 | 1d4 | ×2 | — | special | B | close | — |
Spiked shield, heavy | special | 1d4 | 1d6 | ×2 | — | special | P | close | — |
Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lbs. | P | spears, thrown | brace |
Warhammer | 12 gp | 1d6 | 1d8 | ×3 | — | 5 lbs. | B | hammers | — |
Two-Handed Melee Weapons | |||||||||
Falchion | 75 gp | 1d6 | 1d8 | 18-20/×2 | — | 8 lbs. | S | heavy blade | — |
Glaive | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | pole arms | reach |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lbs. | S | axes | — |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lbs. | B | hammers | — |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19-20/×2 | — | 10 lbs. | B | flails | disarm, trip |
Greatsword | 50 gp | 1d10 | 1d12 | 19-20/×2 | — | 8 lbs. | S | heavy blade | — |
Guisarme | 9 gp | 1d6 | 1d8 | ×3 | — | 12 lbs. | S | pole arms | reach, trip |
Halberd | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | P or S | pole arms | brace, trip |
Lance | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lbs. | P | spears | reach |
Ranseur | 10 gp | 1d6 | 1d8 | ×3 | — | 12 lbs. | P | pole arms | disarm, reach |
Scythe | 18 gp | 1d6 | 1d8 | ×4 | — | 10 lbs. | P or S | heavy blade | trip |
Ranged Weapons | |||||||||
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lbs. | P | projectile | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — | |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lbs. | P | projectile | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — | |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Group | Special |
Light Melee Weapons | |||||||||
Kama | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | light blade, monk | trip |
Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | flails, monk | disarm |
Sai | 1 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | B | close, monk | disarm |
One-Handed Melee Weapons | |||||||||
Sword, bastard | 35 gp | 1d8 | 1d10 | 19-20/×2 | — | 6 lbs. | S | heavy blade | — |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | ×3 | — | 8 lbs. | S | axes | — |
Whip | 1 gp | 1d2 | 1d3 | ×2 | — | 2 lbs. | S | flails | disarm, nonlethal, reach, trip |
Two-Handed Melee Weapons | |||||||||
Bec de Corbin | 25 gp | 1d10 | 1d12 | ×3 | — | 15 lbs. | B or P | pole arms, spears, hammers | brace, reach |
Chain, spiked | 25 gp | 1d6 | 1d8 | ×2 | — | 10 lbs. | P | flails | disarm, trip, reach |
Curve blade, elven | 80 gp | 1d8 | 1d10 | 18-20/×2 | — | 7 lbs. | S | heavy blade | — |
Flail, dire | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lbs. | B | combo, flails | disarm, double, trip |
Hammer, gnome hooked | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lbs. | B or P | axes, combo, hammers | double, trip |
Sword, two-bladed | 100 gp | 1d6/1d6 | 1d8/1d8 | 19-20/×2 | — | 10 lbs. | S | heavy blade, combo | double |
Urgrosh, dwarven | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lbs. | P or S | axes, combo, spears | brace, double |
Ranged Weapons | |||||||||
Bolas | 5 gp | 1d3 | 1d4 | ×2 | 10 ft. | 2 lbs. | B | thrown | nonlethal, trip |
Crossbow, hand | 100 gp | 1d3 | 1d4 | 19-20/×2 | 30 ft. | 2 lbs. | P | projectile | — |
Bolts (10) | 1 gp | — | — | — | — | 1 lb. | — | — | |
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 12 lbs. | P | projectile | — |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — | — | |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 6 lbs. | P | projectile | — |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — | — | |
Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lbs. | P | projectile | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — | |
Net | 20 gp | — | — | — | 10 ft. | 6 lbs. | — | thrown | — |
Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lbs. | P | projectile | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — | |
Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | 1/2 lb. | P | monk, thrown | — |
Sling staff, halfling | 20 gp | 1d6 | 1d8 | ×3 | 80 ft. | 3 lbs. | B | hammers, projectile | — |
Bullets, sling (10) | 1 sp | — | — | — | — | 5 lbs. | — | — | |
Note (1) Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. Note (2) A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.” |
Weapons found on Table: Weapons are described below. Splash weapons are described under Special Substances and Items.
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.
Axe, Throwing: This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas and tomahawks. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.
Bec de Corbin: The bec de corbin is a polearm with a hammer head and a stout spike. It is a reach weapon that can be braced against a charge. You can choose to inflict bludgeoning or piercing damage with it, but when braced, it only inflicts piercing damage.
Blowgun: Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poison.
Bolas: Bolas are a pair of wooden 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 bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).
Bullets, Sling: Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.
Chain, Spiked: A spiked chain is about six feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.
Club: This weapon is usually just a shaped piece of wood or stone, sometimes with a few nails or studs embedded in it. Clubs made of stone do not suffer the usual penalties for stone weapons.
Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. 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. You can shoot a heavy 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.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. 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 light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Curve Blade, Elven: Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade 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 curve blade sized for you, even though it isn't a light weapon.
Dagger: A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).
Dagger, Punching: A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.
Dart: This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.
Falchion: This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.
Flail: A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.
Flail, Dire: A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.
Flail, Heavy: Similar to a flail, a heavy flail has a larger metal ball and a longer handle.
Gauntlet: The cost and weight given are for a single gauntlet. Your opponent cannot use a disarm action to disarm you of gauntlets.
Gauntlet, Spiked: The cost and weight given are for a single gauntlet. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.
Glaive: A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.
Greataxe: This two-handed battle axe is heavy enough that you can't wield it with one hand. The haft is usually 3 to 4 feet long.
Greatclub: This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. A maul, a kind of huge two-handed hammer, uses the greatclub statistics.
Greatsword: This immense two-handed sword is about 5 feet in length.
Guisarme: A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.
Halberd: A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.
Hammer, Gnome Hooked: A gnome 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 ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.
Hammer, light: A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.
Handaxe: This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. War hatchets usually refer to hand axes.
Javelin: A javelin is a thin throwing spear. Since it is not designed for melee, you are treated as non-proficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama: Similar to a sickle, a kama is a short, curved blade attached to a simple handle.
Kukri: A kukri is a curved blade, about 1 foot in length.
Lance: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. For purposes of feats and other weapon-specific modifiers, a composite longbow is treated as if it were a longbow.
Longspear: A longspear is about 8 feet in length.
Longsword: This sword is about 3-1/2 feet in length.
Mace: A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.
Mace, Heavy: A heavy mace has a larger head and a longer handle than a normal mace.
Morningstar: A morningstar is a spiked metal ball, affixed to the top of a long handle.
Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.
Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.
Pick, Heavy: This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.
Pick, Light: This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.
Quarterstaff: A quarterstaff is a simple piece of wood, about 5 feet in length.
Ranseur: Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.
Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Sai: This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it ideal for inflicting nonlethal damage.
Sap: A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.
Scimitar: This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section. In some cultures, a weapon very much like this is called a broadsword.
Scythe: This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. It has connotations as a symbol of death due to its association with reaping.
Shield, Heavy or Light: You can bash with a shield instead of using it for defense.
Shortbow: A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. For purposes of feats and other weapon-specific modifiers, a composite shortbow is treated as if it were a shortbow.
Shortspear: A shortspear is about 3 feet in length, making it a suitable thrown weapon.
Shortsword: This sword is about 2 feet in length.
Shuriken: A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken 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.
Siangham: This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.
Sickle: 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 limb or armor. 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.
Sling: A sling is little more than a leather cup attached to a pair of strings. 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. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
Sling Staff, Halfling: Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity. A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.
Spear: A spear is 5 feet in length and can be thrown.
Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor, below, for details.
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense.
Starknife: From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. Unarmed strikes are natural attacks that inflict nonlethal damage. A monk can choose to deal lethal or nonlethal damage with unarmed strikes, and monks can treat unarmed strikes as both natural and manufactured weapons.
Sword, Bastard: A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Two-Bladed: A two-bladed sword is a double weapon — twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.
Trident: A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.
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. Dwarves treat dwarven urgroshes as martial weapons.
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. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Warhammer: This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter's hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows.
Whip: A whip is a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.
Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.
Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
Armor
For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.
Here is the format for armor entries (given as column headings on Table: Armor and Shields).
Cost: The cost in gold pieces of the armor for Small or Medium humanoid creatures. See Table: Armor for Unusual Creatures for armor prices for other creatures.
Armor/Shield Bonus: Each type of armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
Even if a character's Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing his Dexterity bonus to AC.
A character's encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dexterity bonus that can be applied to his Armor Class.
Shields: Shields do not affect a character's maximum Dexterity bonus, except for tower shields.
Armor Check Penalty: Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Non-proficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient stacks both the character's class non-proficiency penalty and the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.
Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a -2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue.
Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.
Speed: Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character's speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf's land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.
Shields: Shields do not affect a character's speed.
Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.
Armor Descriptions
Armor | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed | Weight1 | |
---|---|---|---|---|---|---|---|---|
30 ft. | 20 ft. | |||||||
Light armor | ||||||||
Padded | 5 gp | +1 | +8 | 0 | 5% | 30 ft. | 20 ft. | 10 lbs. |
Leather | 10 gp | +2 | +6 | 0 | 10% | 30 ft. | 20 ft. | 15 lbs. |
Studded leather | 25 gp | +3 | +5 | -1 | 15% | 30 ft. | 20 ft. | 20 lbs. |
Chain shirt | 100 gp | +4 | +4 | -2 | 20% | 30 ft. | 20 ft. | 25 lbs. |
Medium armor | ||||||||
Hide | 15 gp | +4 | +4 | -3 | 20% | 20 ft. | 15 ft. | 25 lbs. |
Scale mail | 50 gp | +5 | +3 | -4 | 25% | 20 ft. | 15 ft. | 30 lbs. |
Chainmail | 150 gp | +6 | +2 | -5 | 30% | 20 ft. | 15 ft. | 40 lbs. |
Breastplate | 200 gp | +6 | +3 | -4 | 25% | 20 ft. | 15 ft. | 30 lbs. |
Heavy armor | ||||||||
Splint mail | 200 gp | +7 | +0 | -7 | 40% | 20 ft.2 | 15 ft.2 | 45 lbs. |
Banded mail | 250 gp | +7 | +1 | -6 | 35% | 20 ft.2 | 15 ft.2 | 35 lbs. |
Half-plate | 600 gp | +8 | +0 | -7 | 40% | 20 ft.2 | 15 ft.2 | 50 lbs. |
Full plate | 1,500 gp | +9 | +1 | -6 | 35% | 20 ft.2 | 15 ft.2 | 50 lbs. |
Shields | ||||||||
Buckler | 15 gp | +1 | — | -1 | 5% | — | — | 5 lbs. |
Shield, light wooden | 3 gp | +1 | — | -1 | 5% | — | — | 5 lbs. |
Shield, light steel | 9 gp | +1 | — | -1 | 5% | — | — | 6 lbs. |
Shield, heavy wooden | 7 gp | +2 | — | -2 | 15% | — | — | 10 lbs. |
Shield, heavy steel | 20 gp | +2 | — | -2 | 15% | — | — | 15 lbs. |
Shield, tower | 30 gp | +43 | +2 | -10 | 50% | — | — | 45 lbs. |
Extras | ||||||||
Armor spikes | +50 gp | — | — | — | — | — | — | +10 lbs. |
Gauntlet, locked | 8 gp | — | — | special | n/a4 | — | — | +5 lbs. |
Shield spikes | +10 gp | — | — | — | — | — | — | +5 lbs. |
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. | ||||||||
2 When running in heavy armor, you move only triple your speed, not quadruple. | ||||||||
3 A tower shield can instead grant you cover. See the description. | ||||||||
4 Hand not free to cast spells. |
Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below.
Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take your non-proficiency penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.
Banded Mail: Banded mail is made up of overlapping strips of metal, fastened to a leather backing. The suit includes gauntlets.
Breastplate: Covering only the torso, a breastplate is made up of a single piece of sculpted metal.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.
Chain Shirt: Covering the torso, this shirt is made up of thousands of interlocking metal rings.
Chainmail: Unlike a chain shirt, chainmail covers the legs and arms of the wearer. The suit includes gauntlets.
Full Plate: This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.
Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus to your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.
The price given is for a single locked gauntlet. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.
While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)
Half-Plate: Combining elements of full plate and chainmail, half-plate includes gauntlets and a helm.
Hide: Hide armor is made up of the tanned and preserved skin of any thick-hided beast.
Leather: Leather armor is made up of pieces of hard boiled leather carefully sewn together.
Padded: Little more than heavy, quilted cloth, this armor provides only the most basic protection.
Scale Mail: Scale mail is made up of dozens of small overlapping metal plates. The suit includes gauntlets.
Shield, Heavy; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to spells and effects.
Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See “shield, heavy” on Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects.
Shield Bash Attacks: You can bash an opponent with a light shield, using it as an off-hand weapon. See “shield, light” on Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.
Shield Spikes: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
Splint Mail: Splint mail is made up of metal strips, like banded mail. The suit includes gauntlets.
Studded Leather: Similar to leather armor, this suit is reinforced with small metal studs.
Masterwork Armor
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.
A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.
The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.
All magic armors and shields are automatically considered to be of masterwork quality.
You can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.
Armor for Unusual Creatures
Size | Humanoid | Nonhumanoid | ||
---|---|---|---|---|
Cost | Weight | Cost | Weight | |
Tiny or smaller* | ×1/2 | ×1/10 | ×1 | ×1/10 |
Small | ×1 | ×1/2 | ×2 | ×1/2 |
Medium | ×1 | ×1 | ×2 | ×1 |
Large | ×2 | ×2 | ×4 | ×2 |
Huge | ×4 | ×5 | ×8 | ×5 |
Gargantuan | ×8 | ×8 | ×16 | ×8 |
Colossal | ×16 | ×12 | ×32 | ×12 |
*Divide armor bonus by 2. |
Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures (such as horses) have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on Table: Armor for Unusual Creatures and apply the multipliers to cost and weight for the armor type in question.
Getting Into and Out of Armor
The time required to don armor depends on its type; see Table: Donning Armor.
Don: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.
Don Hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.
Remove: This column tells how long it takes to get the armor off. Removing a shield from the arm and dropping it is only a move action.
Armor Type | Don | Don Hastily | Remove |
---|---|---|---|
Shield (any) | 1 move action | n/a | 1 move action |
Padded, leather, hide, studded leather, or chain shirt | 1 minute | 5 rounds | 1 minute1 |
Breastplate, scale mail, chainmail, banded mail, or splint mail | 4 minutes1 | 1 minute | 1 minute1 |
Half-plate or full plate | 4 minutes2 | 4 minutes1 | 1d4+1 minutes1 |
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time. | |||
2 The wearer must have help to don this armor. Without help, it can be donned only hastily. |
Special Materials
Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.
Each of the special materials described below has a definite game effect. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter.
Adamantine: Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Additional Rules). Armor made from adamantine grants its wearer damage reduction of 1/ — if it's light armor, 2/ — if it's medium armor, and 3/ — if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
Type of Adamantine Item | Item Cost Modifier |
---|---|
Ammunition | +60 gp per missile |
Light armor | +5,000 gp |
Medium armor | +10,000 gp |
Heavy armor | +15,000 gp |
Weapon | +3,000 gp |
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and hardness 5.
Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.
Because dragonhide armor isn't made of metal, druids can wear it without penalty.
Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results).
Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.
Iron, Cold: This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.
Cold iron has 30 hit points per inch of thickness and hardness 10.
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding both the class non-proficiency penalty and the armor's check penalty to all attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
Type of Mithral Item | Item Cost Modifier |
---|---|
Light armor | +1,000 gp |
Medium armor | +4,000 gp |
Heavy armor | +9,000 gp |
Shield | +1,000 gp |
Other items | +500 gp/lb. |
Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.
On a successful attack with a silvered slashing or piercing weapon, the wielder takes a -1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can't be applied to nonmetal items, and it doesn't work on rare metals such as adamantine, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Type of Alchemical Silver Item | Item Cost Modifier |
---|---|
Ammunition | +2 gp |
Light weapon | +20 gp |
One-handed weapon, or one head of a double weapon | +90 gp |
Two-handed weapon, or both heads of a double weapon | +180 gp |