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WEAPON CATEGORIES

Weapons are grouped into several interlocking sets of categories. These categories pertain to what
training is needed to become proficient in a weapons use (simple, martial, or exotic), the weapons
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). Most weapons deal lethal damage, but others deal only nonlethal damage. Improvised
is another category.

Proficiency
A creatures type and class determine whether it is proficient with a category of weapons, or a particular
weapon. A creature that uses a weapon with which it is not proficient takes a -4 penalty on attack rolls.
Simple: Simple weapons are just that, simple. They are typically uncomplicated and require very little
training to use. A crossbow is a remarkably complex weapon to create and load a bolt, yet you only
need to aim and pull a trigger to fire it. Thus it is simple. A spear is simple, since it is little more then a
sharp pointy stick. Using it in battle usually requires the battle tactic of Poke-Poke-Poke. If you have
the simple weapon proficiency feat, you are proficient in all simple weapons.
Martial: Martial weapons are more complex to use then simple weapons, but all martial weapons
generally follow the same over all tactics. A dagger and short sword appear to be quite similar, except
for size, but in combat, daggers usually use a stabbing motion and most of the control is in the arm,
whereas a short sword uses the whole body to wield properly. Any well trained fighter skilled in the
basics of combat can use any martial weapon. As opposed to simple weapons being able to be used by
just about anyone. If you have the martial weapon proficiency feat, you are proficient in all martial
weapons.
Exotic: Exotic weapons are weapons that are so unusual, that normal battle tactics do not apply, and thus
you need specialized training to wield the weapon properly. For example, the bastard sword is a
martial weapon, if you wield it with two hands. If you wish to wield it with one hand, you need to take
the exotic weapon proficiency [Bastard sword], because using it with one hand requires an entirely
different method. Exotic weapon proficiency feat only applies to one weapon and one weapon only.
Editor (Racial): A number of races come with extra weapon proficiencies For example, Elves come
skilled in longswords, even if they dont have the martial weapon proficiency feat. Such exceptions are
included under the race. However, there are a number of other racial weapons, such as the flind bar, or
the dwarven waraxe. When a weapon has a race listed in the actual name of the weapon, that race gets
access to that weapon free, with no additional cost in feats required.
Dwarven: Buckler-Axe, Double Spear, Urgosh, Waraxe, Warpike
Elven: Courtblade, Double Bow, Lightblade, Thinblade
Flind: Flind Bar
Gnome: Battlepick, Calculus, Hooked Hammer, Quickrazor, Swordcatcher, Tortoise Blade
Halfling: Skiprock
Minotaur: Greathammer
Orc: Double Axe, Shotput

Melee Weapons
Some melee weapons are more difficult to wield then others. The following types determines the
strength bonus to damage as well as how many hands it takes to use. It also has an effect on the penalties
for using the weapon when dual wielding
Light: A light weapon is easier to use in ones off hand than a one-handed weapon is, and it can be used
while grappling. A light weapon is used in one hand. Add the wielders Strength bonus (if any) to
damage rolls for melee attacks with a light weapon if its used in the primary hand, or one-half the
wielders Strength bonus if its 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 wielders
primary hand only.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. The
Strength bonus on damage rolls applies when a one-handed weapon is used in the primary hand, but
only half of that bonus applies if the weapon used in the off hand. If a one-handed weapon is wielded
with two hands, add 1-1/2 times the Strength bonus on damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times
the Strength bonus on damage rolls for melee attacks with such a weapon. If youre allowed to wield a
two-handed weapon in one hand, such as when riding and using a lance, that weapon is considered
one-handed for the purpose of the Strength bonus on damage rolls while youre using it in one hand.
Unarmed: An unarmed weapon is always considered a light weapon. The gauntlet and ward cestus are
the only two unarmed attack weapons available. Since the gauntlet has damage listed, it is not eligible
for use with a monks abilities. You cannot change the size of an unarmed attack weapon and still
wield the weapon.
Thrown Melee: Some melee weapons have a range. This means that they can be used as melee or
thrown weapons without problem. Some do not. It is possible to throw a weapon that isnt designed to
be thrown (that is, a melee weapon that doesnt have a numeric entry in the Range Increment column
on Table: Weapons), but 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.

Ranged Weapons
Some weapons are ranged. These weapons allow you to attack outside your hand to hand threat range.
Thrown: With a thrown weapon, the wielder applies his or her Strength modifier to damage dealt by
thrown weapons, except for splash weapons. A thrown weapon is always considered a light weapon for
purposes of throwing. Should you be forced to use a ranged weapon in melee, it is considered a one-
handed weapon, unless the description states otherwise. While being used in melee, you suffer a -4
non-weapon proficiency penalty. With some thrown weapons, you can get rid of this by taking an
exotic weapon proficiency.
Ranged: Also called projectile weapons, ranged weapons differ from thrown weapons in that the weapon
must be loaded with ammunition and that ammunition somehow fired at your target. All ranged
weapons have a line in the stat block which lists what ammunition the weapon can fire. Sometimes this
is only one type of ammo available, like Normal Sand. Usually there are many types, like Arrows.
All ammunitions have (text) after them in the weapon category line. See ammunition for more details.
Not everything a range weapon fires is ammunition, however. Some ranged weapons can fire thrown
weapons. These thrown weapons are not destroyed as ammunition when they hit or miss. The ranged
weapon overrides the thrown weapons range, damage, and any other stats that the text indicates.
When in doubt, the projectile weapon trumps the ammunition, unless the ammunition specifically
states otherwise.
Editor: Originally, d20 lumps all Thrown weapons in with ranged weapons, but then explains the
difference in the text. Since this is a guide to all weapons, we have simply changed the listing to
reflect the difference.

Ammunition
Ranged weapons use ammunition. arrows (for bows), bolts (for crossbows), or sling bullets (for
slings), for example. When using a bow, a character can draw ammunition as a free action; crossbows and
slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or
rendered useless, while normal 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.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a
free action. A single unit of ammunition costs an additional 6 gp if it is crafted as masterwork. 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.
Melee Ammunition: While it doesnt come up much, there is melee ammunition. What this means is,
you get to treat it as a melee weapon, but after the first successful attack hits, regardless of the
outcome, the melee weapon is now useless, for whatever reason given in the text. Since there is no
other way to define expendable melee weapons under the rules, this guide lists them under ammunition
for the sake of simplicity.
Thrown Ammunition: Thrown ammunition is just like melee ammunition, except you treat it like a
thrown weapon, then it is typically destroyed in the process of being thrown. All Ammunitions have a
(text) at the end of the weapon category line. If the (text) is part of a ranged weapons list of acceptable
ammunition, it can be thrown by hand, or loaded into a ranged weapon and fired in that manner. In this
case, use the rules on ranged weapons above.
Editor: What are the qualities of ammunition? Is ammunition a weapon, or something else? Does it
have a size? What happens when I use a tiny arrow in a huge longbow? The answers might seem
obvious, or unimportant, but alas, WotC has very little RAW on the nature of ammunition. But I
will address these issues, each in turn, and explain the implications of said issues.
Editor (Ammunition is not a Weapon): WotC never comes right out and says that Ammunition is or is
not a weapon. In some aspects, it could be considered a charge for a weapon, not a weapon in
and of itself. On the other hand, every bolt can be wielded as an improvised weapon, which would
indicate that it is a weapon. There are two problems with this. One, improvised weapons have
made up values that are the best guess of a DM. Even if the players guide suggests what those
improvised values should be, the values are still improvised, and therefore invalid as proof that
ammunition is a weapon.
If one chooses to ignore this and state that improvised values are valid, then we have the
problem that sling stones cannot be used as improvised weapons. Arrows can, bolts can, but
bullets cannot, because WotC has not given them any values as improvised weapons.. You might
say, Well, then Ill make some values up. But if you are stating that the WotC suggested values
for Arrows and Bolts are valid proof they are weapons, then why did they not suggest improvised
weapon values for all forms of ammunition? Either improvised weapon values are official, in
which case bullets are not weapons, (Which raises the question why are some forms of ammunition
weapons, and others not?) or they are made up values, in which case a sling bullet could be used
as an improvised weapon, and all improvised weapon values are subject to the whims of the DM.
Since I could make a tiny creature, hand him a sling stone, and ask him to bash another tiny
creature over the head with it, I believe it is quite clear that sling stones can be used as improvised
weapons. Therefore the values are improvised and not valid as proof that ammunition is
considered a weapon. To clear this up, we need to go to the Arms and Equipment Guide.
(Arms and Equipment Guide, pg 5) Ammunition for ranged weapons requires no particular
proficiency to use, although the weapons that propel the ammunition (usually bows) do. The
Exotic Weapon Proficiency feat isnt required to use any item in the Ammunition category.
While A&EG is 3.0, I can find no rules that contradict this paragraph in any 3.5 document.
We can determine from it that ammunition is a separate category from weapons. The fact that that
the ammunition requires no weapon proficiency to use is additional proof that it is not a weapon.
When you take a weapon proficiency in a projectile weapon, then the ability to use the
ammunition for that weapon is included in the proficiency, be that simple, martial, or exotic
weapon.
Editor (Ammunition has a size): At first glance, the fact that ammunitions values as an improvised
weapon are not valid as proof for anything outside of its use as a melee weapon, would indicate
that ammunition does not have a size. On the weapon chart on page 117 of the Players Guide,
footnote number one states: Weight figures are for Medium weapons. A Small weapon weighs half
as much, and a Large weapon weighs twice as much. Since ammunition appears on the chart, and
has a weight, one might assume it has a size as well. However, since we have just proven that
ammunition is not a weapon, we cannot apply footnote #1 to ammunition. Footnote #1 only
applies to weapons, after all. Again, we have to go elsewhere to find proof that ammunition has a
size. In this case, the Expanded Psionics Handbook
(Expanded Psionics Handbook, pg 81 [Psionic Power: Bolt]) You create 2d4 ectoplasmic
crossbow bolts, arrows, or sling bullets, appropriate to your size.
Alas, this is the only passage I can find anywhere that specifically states that Bolts, Arrows,
and Sling Bullets have a size. In this case, the size is the same size of the user of the psionic
power. While not in an official rule section regarding equipment or combat, it is valid. This,
combined with a number of other circumstantial sources, clearly indicates that both RAW and RAI
give ammunition size. The fact that ammunition has size has many implications.
Editor (Projectile Weapons): Before we address over/under-sized ammunition, we must briefly
address projectile weapons. Most projectile weapons are two-handed, a few select are one handed.
If a projectile is two handed, you cannot wield a larger size version of that weapon. You can wield
smaller versions, down two more sizes. When a projectile weapon shrinks, it goes from two-
handed, to one-handed, to light. This has no effect on how many hands you actually use, as stated
under the weapon descriptions, you must use two hands regardless of size. When the weapon
shrinks one more size, you go to less then a light weapon, and it is simply too small for you to use.
A one-handed projectile weapon can be increased in size to become a two-handed projectile
weapon, with all the benefits and penalties of an oversized weapon. If the weapon is reduced in
size, it becomes effectively a light weapon, and thus you no longer have the benefit of using two
hands to modify damage.
Editor (Oversized/Undersized Ammunition): So what happens when you try to fire a large arrow with
a medium long bow? There are no rules anywhere on what happens if you use mismatched
ammo/weapon combos. We can only read into the examples given. The examples that stand out
are siege weapons and the bone bow. It appears that when you use ammunition that is larger then
the size that is equal to yours, that there is a -2 penalty, and the length of time it takes to fire
increases. A standard action becomes a full-round, and every increase in size adds another full-
round. In heroes of Battle, a light ballista takes two-full rounds to load. The heavy ballista, which
is two size classes larger, takes four rounds to load. This comes up in the DMG regarding
catapults. It also appears to show up in the Bone Bow, from Frostburn..
Now, I must admit, this is an interpretation of how the weapon reads. It appears that the
weapon is actually a Martial Ranged Weapon, just like a longbow, but that you can take an exotic
weapon proficiency to use large ammunition from it. This has precedent in other weapons like the
bastard sword. You can wield a bastard sword in two-hands as a martial weapon, but in one hand
as an exotic weapon. The Bone Bow appears to be the same way. So what conclusions can we
draw?
A RAI reading of the rules implies that you simply cannot use any size ammo except that
which matches with the size of the weapon firing said ammunition. However, it only implies this. I
cannot find any entry that indicates there is ANY penalty to using the wrong sized ammo in any
weapon. It certainly would appear that way, but I cannot say this is RAW. They gave ammunition
a size, so one can assume that its used for something. So the safe answer is, only matching size
ammunition/weapons can be used together.
I believe that this is not the case. After reading many different examples of how medium size
creatures use oversized projectile weapons, I believe that the penalties to hit are based on the size
of the weapon, but the additional time to fire is based on the size of the ammunition. That said,
and drawing upon the example of the Bone Bow, I believe that any projectile weapon has a little
bit of, wiggle room. Here is why:
(Frostburn, pg 75 [Bone Bow]) A character may use a bone bow as a martial weapon, but doing
so imparts a 4 penalty on attack rolls, and firing an arrow from the bow requires a full round
action.
This is the same penalty you take if you use a weapon you dont have a proficiency for, with
an additional penalty of it taking a full round action to fire. Thus, I conclude that you can use
oversize ammunition. The firing time increases to a full-round to fire. If increasing the size would
increase this to over a full-round, then you cannot use that ammunition, unless you have a weapon
that specifically states that you can. You cannot increase the size more then one more then the size
of the weapon. The effect is to increase the damage by one size class.
A DM could allow someone to take an exotic weapon feat to allow him to use oversized
ammunition on a regular basis. It is recommended that you force him to take the weapon
proficiency first, then he can take the exotic version (Weapon X with Oversized Ammunition.)
Then he could fire it normally and would not take a -4 penalty. If the player then decides to fire
ammunition that is one size beyond that, I suppose you could do that, but then it would regain the -
4 to hit and the one full round to fire.
If you are forced to use ammunition that is too small, you can only use one size class smaller.
The damage decreases one size class. You take a -4 penalty to hit, and it takes a full round action
to fire. You cannot use ammunition more then one size class smaller then the weapon. I suppose it
is possible to take an exotic weapon proficiency in firing ammunition that is too small for your
weapon, but only the most insane player would waste a feat doing it. Simply hit the player in the
head with a book and tell him to start taking the game seriously.
Editor (Enlarge Person): Any enlarged item that leaves an enlarged creatures possession (including
a projectile or thrown weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage based on the size of the weapon
that fired them.
This excerpt from the enlarge person spell needs some examination. While not directly stating
that ammunition has a size, it infers the existence of ammunition size, since it returns to its
normal size. However, it doesnt give us any great insight into what different sized ammunition
does to damage. In fact, when you think about it, its screwed up. The amount of force is what
causes damage with a projectile, but the size of the object is what causes damage for thrown
objects. So, in one aspect, adjusting the size of ammunition shouldnt adjust the damage. In the
other, adjusting the size of the ammunition does. So what we have here is clear proof that they
never thought it through properly.
Editor (Conclusion): Chances are this problem will never come up in your campaign. If it does, there
is grounds for ruling the oversized/undersized ammunition affects the damage, and ruling that it
doesnt. This is something to discuss with the DM as there is no clear cut way of seeing this.
Simply put, there is no RAW, only the DMs point of view.

Subtypes
Not all weapons have a subtype, but for the purposes of quick reference, the following subtypes have
been added to the stat block.
Double Weapons (Double): Some weapons are double weapons, which have two edges or surfaces
capable of dealing damage. A character can fight with both ends of a double weapon as if fighting with
two weapons, but he or she 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 (such as a human wielding a Small two-bladed sword) cant use it as a
double weapononly one end of the weapon can be used in any given round.
Finesse Weapons (Finesse): This means simply that you can use the weapon finesse feat with this
weapon.
Grapple Weapons (Grappling): Normally you cannot grapple with a weapon, only in unarmed combat.
However, a select number of weapons are made so you can grapple with them, thus having the
advantage of often making a grapple attack at a distance.
Hidden Blade (Hidden): This weapon is a hidden weapon. A hidden blade is a spring loaded blade
attached to the inside of armor or boots or strapped to the scoundrels body. Activating a hidden blade
requires a move action. Hidden blades can be made masterwork or magic just as normal weapons can
be. Attacking with a hidden blade imposes a 2 penalty on the attack roll. Discovering a hidden blade
before it has been activated requires a DC 15 Search check
No Strength Multiplier (NSM): Some weapons, usually finesse weapons, are not built to allow you to
use your strength properly when you wield it in two hands. You cant wield such a weapon in two
hands in order to apply 1-1/2 times your Strength bonus to damage.
Nonlethal (Nonlethal): A few weapons are designed to normally deal nonlethal damage. A creature can
use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead.
Doing so imposes a 4 penalty on the attack roll, because one has to strike only in the most vulnerable
areas to deal lethal damage. Nonlethal Instead of Lethal A creature can use a weapon that deals lethal
damage to deal nonlethal damage instead. Doing so imposes a 4 penalty on the attack roll, because
one has to use the flat of the blade, strike at non-vital areas, or check the swing.
Non-Standard Limb (Non-Standard Limb): Melee weapons that are listed as non-standard limb usually
require a tail, or some other exotic limb to be wielded effectively. As such, the weapon in question is
treated as light, but is never off-handed, even if the wielder has normal limbs as well. He gets his full
attack bonus when using such a weapon, but it can never be used two handed, and you cannot increase
or decrease the size of the weapon and still wield it.
Reach Weapons (Reach/Reach-NM/Reach-15/Reach-0): A reach weapon is a melee weapon that allows
its wielder to strike at targets that arent adjacent. Most reach weapons double the wielders natural
reach, allowing the wielder to attack at that reach but not within its normal reach. 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 Large wielder 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. Tiny or smaller creatures gain no
advantage from reach weapons. There are a few weapons that have reach and can be used on adjacent
targets. These are listed as Reach-NM, or Reach-No Minimum.
There are also other weapons that have a reach of 15 feet, typically whips. These are listed as
Reach-15. It should be noted that most Reach-15 weapons do not threaten the area that they can reach.
A normal reach weapon can threaten an AoO in the area it can reach, but most Reach-15 weapons do
not. Check the individual weapon for details. Finally, there are a few weapons with no reach. These
weapons can only be used on targets in the same square as you, typically when you are grappling or
charging. These are listed as Reach-0.
Set Against Charge (Set): This weapon can be set against a charge. If so, it then does double damage
against that charge.
Shields (Shield): These weapons not only count as weapons but also count as shields. They can be
enchanted as shields, but usually cannot be used as a weapon and a shield at the same time. There are
exceptions.
Special Monk Weapon (SMW): A special monk weapon has a number of unusual features when wielded
by a monk. The PHB states, "Monks are proficient with certain basic peasant weapons and some
special weapons that are part of monk training." It is assumed that a monk has the training to use all
special monk weapons. He may attack with unarmed strikes and special monk weapons
interchangeably when using flurry of blows. As long as every attack is made with one of the monks
special weapons (that is, weapons allowed as part of a flurry), the monk can perform any special attack
that takes the place of a normal attack. Hes free to disarm, sunder, trip, and grapple to her hearts
content. He couldnt bull rush or overrun (since those dont use special monk weapons), nor could she
aid another (which requires a standard action) or feint (which requires a move action).
Ironically, while they state over and over, monk weapons have multiple special options, they only
have one special option, flurry of blows. If you want to use any of your monk powers through your
weapon, you need to buy the WSA Ki focus. I highly recommend that you allow Ki focus WSA free
for any special monk weapon. This is a suggestion, for no other reason that it just makes sense.
The following are special monk weapons: Butterfly sword, Cutting wheel, Hook sword, Jitte, Kama,
Lajatang, Longstaff, Monks cane, Monks spade, Nekodes, Nunchaku, Quarterstaff, Sai, Shuriken,
Siangham, Steel fins, Three-section staff, Tiger claws, Tonfa, War fan
Editor: A good question is, do monks get Weapon Proficiency: Monk Special Weapons (which does
not exist in any book.), or if they are considered to have the Exotic Weapon Proficiency for each
individual weapon? By RAW, they have a exotic weapon Proficiency for each individual weapon.
Yes, with the warblade power weapon aptitude, this is disgusting, by RAW, that is the case. I
recommend by RAI, you create Weapon Proficiency: Monk Special Weapons.
Thrown Splash Weapon (Splash): A splash weapon is a ranged weapon that breaks on impact,
splashing or scattering its contents over its target and nearby creatures or objects. To attack with a
splash weapon, make a ranged touch attack against the target. Splash weapons require no weapon
proficiency, so you dont take the -4 non-proficiency penalty. A hit deals direct hit damage to the
target, and splash damage to all creatures within 5 feet of the target. You can instead target a specific
grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection,
creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to
any creature. (You cant target a grid intersection occupied by a creature, such as a Large or larger
creature; in this case, youre aiming at the creature.)
Missed Target: If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8.
This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8
counting clockwise around the grid intersection or target creature. Then, count a number of
squares in the indicated direction equal to the range increment of the throw. After you determine
where the weapon landed, it deals splash damage to all creatures in adjacent squares.
Editor: Not all splash weapons splash. I know that sounds strange, but it is the case. A splash weapon
sometimes only splashes on one target and you must hit the target directly, sometimes you just aim
for a square. You need to read the description to see.
Tripping Weapons (Tripping/Droppable/Undroppable): A tripping weapon is usable in a trip maneuver.
Without it, you can only make trip maneuver as an unarmed strike. The advantage of using a tripping
weapon is, usually they can be dropped if you fail in the trip attack, and the target is trying to trip you.
This means the weapon drops to the ground in the square you are occupying when you made the trip
attack. A select few tripping weapons cannot be dropped and are thus marked undroppable.

Weapon Size
Every weapon has a size category, such as Small, Medium, or Large. This designation indicates the
size of the creature for which the weapon was designed. A Small greatsword is a greatsword designed for a
Small creature, such as a halfling. A Medium longsword is a longsword designed for a Medium creature,
such as an elf. A Large shortbow is a shortbow designed for a Large creature, such as an ogre. A weapons
size category isnt the same as its size as an object. A Medium dagger (one sized for a Medium character),
for instance, is a Tiny object (see Table 910: Size and Armor Class of Objects, page 166). Instead, a
weapons size category is keyed to the size of the intended wielder. In general, a light weapon (such as a
dagger) is an object two size categories smaller than the wielder, a one-handed weapon (such as a
longsword) is an object one size category smaller than the wielder, and a two-handed weapon (such as a
greatsword) is an object of the same size category as the wielder. A weapons size isnt the same as its size
category as an object. Instead, a weapons size is the size category of the intended wielder. As objects, light
weapons are two size categories smaller than the wielder, one-handed weapons are one size category
smaller than the wielder, and two-handed weapons are the same size category as the wielder.
Inappropriately Sized Weapons: A creature cant make optimum use of a weapon that isnt 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. Thus, a human wielding a
Small dagger takes a 2 penalty on attack rolls (one size category different), and an ogre wielding a
Small longsword takes a 4 penalty (two size categories different). If the creature isnt proficient with
the weapon (a wizard attempting to wield a Small battleaxe, for instance), a 4 non-proficiency penalty
also applies. 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 wielders size and the size of the creature for
which the weapon was designed. For instance, a Small greatsword (a two-handed weapon for a Small
creature) is considered a one-handed weapon for a Medium creature, or a light weapon for a Large
creature. Conversely, a Large dagger (a light weapon for a Large creature) is considered a one-handed
weapon for a Medium creature, or a two-handed weapon for a Small creature. If a weapons
designation would be changed to something other than light, one-handed, or two-handed by this
alteration, the creature cant wield the weapon at all. A creature cant make optimal use of a weapon
that isnt properly sized. A cumulative 2 penalty applies on attack rolls for each size category of
difference between the size of a weapons intended wielder and the size of its actual wielder. The
measure of how much effort it takes to use a weapon is altered by one step for each size category of
difference between the size of a weapons intended wielder and the size of its actual wielder. If a
weapons designation is changed to something other than light, one-handed, or two-handed by this
alteration, the actual wielder cant wield the weapon. A wielder gains no reach from a reach weapon
that is too small. No additional reach is granted by a reach weapon that is too big.

Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combatpeople fight with
anything from broken bottles to chair legs to thrown mugs. Because such objects are not designed for this
use, any creature that uses one 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, the DM should compare its relative size and damage potential to the weapon list to
find a reasonable match. For instance, a table leg is similar to a club, while a broken bottle is similar to a
dagger. 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.
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects
arent designed for this use, any creature that uses one in combat is considered to be non-proficient 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 actual weapons to find
a reasonable match. An improvised weapon scores a critical threat on a natural roll of 20 and deals double
damage on a critical hit. Improvised weapons arent designed to be thrown, so they take 1 standard action
to throw if light or one-handed, and a full-round action to throw if two-handed. An improvised weapon has
a range increment of 10 feet.

Weapon Qualities
The weapon a character uses says something about who he or she is. You probably want to equip your
character with both a melee weapon and a ranged weapon. If you cant afford both your melee weapon of
choice and your ranged weapon of choice, decide which is more important to the character. What size of
weapon you choose determines how your character can choose to wield it (with one hand or two) and how
much damage he or she can deal with it. A two-handed weapon deals more damage than a one-handed
weapon, but wielding a two-handed weapon prevents the wielder from using a shield, so thats a tradeoff.
The number of weapons your character is proficient with depends on his or her class and race. A character
can also become proficient with additional weapons by selecting the right feats. A better weapon is usually
more expensive than an inferior one, but more expensive doesnt always mean better. For instance, a rapier
is more expensive than a longsword. For a dexterous rogue with the Weapon Finesse feat, a rapier is a
terrific weapon. For a typical fighter, a longsword is better. When selecting your characters weapons, keep
in mind the following factors
Cost: This value is the weapons cost in gold pieces (gp) or silver pieces (sp). The cost includes
miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the
listed price. A smaller version costs half the price per two size categories smaller than Medium (round
up).
Alchemy DC: This is the DC needed to craft said item using craft (Alchemy). This is usually reserved
for expendable alchemy items.
Damage: The Damage columns give the damage you deal by This is the damage dealt by the weapon on
a successful hit, given as a dice expression. If two damage ranges are given, then the weapon is a
double weapon. Use the second damage figure given for the double weapons extra attack. Damage
varies by weapon size, though the value for Small weapons is given on most tables. To determine
damage for weapons bigger than Medium, use the Increasing Weapon Damage by Size table. For
weapons smaller than Small, use the Decreasing Weapon Damage by Size table. A weapon can
decrease in size only so far. Weapons that deal less than 1 point of damage have no effect. A weapon
that deals 1 point of damage isnt a weapon if it shrinks further.
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.
Exception: Bonus damage over and above a weapons normal damage, such as that dealt by a sneak
attack or the special ability of a flaming sword, 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.
1920/!2: The weapon scores a threat (a possible critical hit) on a natural roll of 19 or 20 (instead of
just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 1920.)
1820/!2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just on a 20) and
deals double damage on a critical hit. (The weapon has a threat range of 1820.)
Range: Any attack at less than this distance is not penalized for range, so an arrow from a shortbow
(range increment 60 feet) can strike at enemies up to 59 feet away or closer with no penalty. However,
each full range increment imposes a cumulative 2 penalty on the attack roll. A shortbow archer firing
at a target 200 feet away suffers a 6 penalty on the attack roll(2 ! 3, because 200 feet is at least three
range increments but not four). A thrown weapon, such as a throwing axe, has a maximum range of
five range increments. A projectile weapon, such as a bow, can shoot up to ten range increments.
Weight: This is the weight of a Medium version of the weapon. A larger version weighs twice as much
per size category larger than Medium. A smaller version weighs half as much per size category smaller
than Medium.
Type: Weapons are classified according to the type of damage they dealbludgeoning, piercing, or
slashing. If a weapon deals multiple types of damage (bludgeoning and piercing, for instance), all the
damage is of the indicated types. A creature has to be immune to all the indicated types of damage to
ignore any of the damage from such a weapon. In other cases, a weapon can deal one of two or three
types of damage (slashing or piercing, for example). In a situation when the damage type is significant,
the wielder can choose which type of damage to deal with such a weapon.

Accessory
An accessory is something that gets added onto a weapon and modifies it. This can be something that
gets added so your bolts dont fall out of your crossbow while hanging upside down, to a device that sprays
oil onto your weapon so it bursts into flames. These can be found as part of, or separately from a weapon.

Application
An application is a material that cannot be used to directly attack someone, although materials that can
be used to directly attack someone are sometimes used as applications. An application is a material that has
a finite number of uses. Once applied to a weapon it has a stated effect that modifies the weapon in any
number of ways. An item that is only an application cannot be used to damage or modify anything other
than a weapon. I should point out that a monks hands are an exception, and he should feel free to use
applications on his hands. Do note some applications damage the weapon they are applied to, so check the
listing for details and clairifications.
ABOLETH MUCUS
- SAVAGE SPECIES (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 20 gp
Range: 10 ft
Weight: 1 lb
An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Occasionally
this substance finds its way into marketplaces. Glass vials of the mucus can be thrown as splash weapons.
Any creature coming into contact with or inhaling this substance must succeed on a Fortitude save (DC 19)
or lose the ability to breathe air for the next 3 hours. There is no splash effect for aboleth mucus.
Editor: Save or die for 20 gp at a fortitude save DC 19? Broken. Just flat out broken. If you are a DM, Ban
it. If you are a player, BUY THIS BY THE BUCKET! ITS NOT A POISON, ITS A DISEASE!
YOU CAN KILL ANYTHING THAT BREATHES! THIS IS PURE WIN IN A FLASK, BABY!
Ahem. Sorry about that. I cant believe this is the first thing on the list. Sigh.

ACID
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 10 gp
Alchemy DC: 20
Damage (direct): 1d6 acid
Damage (splash): 1 acid
Range: 10 ft
Weight: 1 lb
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range
increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point
where the acid hits takes 1 point of acid damage from the splash.
Editor: The old standby, except that there are much better choices that cost less.

ACIDIC FIRE
- EBERRON CAMPAIGN SETTING (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 30 gp
Alchemy DC: 20
Damage (direct): 1d4 acid/1d4 fire
Damage (splash): 1 acid/1 fire
Range: 10 ft
Weight: 1 lb
This alchemical concoction combines alchemist's fire with a strong acid. A direct hit with acidic fire deals
Id4 points of acid damage and 1d4 points of fire damage. Every creature within 5 feet of the point where
the acidic fire hits takes 1 point of acid damage and 1 point of fire damage from the splash. On the round
following a direct hit, the target takes an additional 1d4 points of fire damage; this damage can be avoided
in the same way as for alchemist's fire.
Editor: Im not impressed, but Im not unimpressed. I dislike mixing energy damage types. It usually
makes it harder to overcome energy defenses.

ALCHEMISTS FIRE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 20 gp
Alchemy DC: 20
Damage (direct): 1d6 fire
Damage (splash): 1 fire
Range: 10 ft
Weight: 1 lb
Alchemists fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of
alchemists fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10
feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask
hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an
additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish
the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save.
Rolling on the ground provides the target a +2 bonus on the save.
Editor: Some people just want to watch the world burn. Other people use alchemists fire. I find it odd that
it doesnt actually set things on fire, as its written up. You can only burn for two rounds. If the target
just caught fire, hed burn until he was put out or died. Sigh.

ALCHEMISTS FROST
- EBERRON CAMPAIGN SETTING (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 25 gp
Alchemy DC: 20
Damage (direct): 1d8 cold
Damage (splash): 1 cold
Range: 10 ft
Weight: 1 lb
A thin liquid that grows extremely cold when exposed to air, alchemist's frost functions like alchemist's fire
except that it deals 1d8 points of cold damage on a direct hit (and 1 point of cold damage to those it
splashes), rather than fire damage. It deals no additional damage after the initial damage.
Editor: Slightly more damage and 5 gp more cost over the alchemists fire, and it does cold, which is less
common defense then fire. However, this does no damage the next round. Its a push.

ALCHEMISTS MINERAL ACID
- UNDERDARK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 20 gp
Alchemy DC: 22
Damage (direct): 1d6
Damage (splash): 1
Range: 10 ft
Weight: 1 lb
Alchemists mineral acid is a sticky, adhesive substance that dissolves rock and other minerals. A flask of
mineral acid can be thrown as a splash weapon. Treat such an attack as a ranged touch attack with a range
increment of 10 feet. A direct hit against a creature with the earth subtype deals 1d6 points of damage.
Every creature with the earth subtype that is within 5 feet of the point where the flask hits also takes 1 point
of damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of
damage. If poured directly on inert rock or stone, mineral acid ignores hardness and deals 3d6 points of
damage (1d6 points per round for 3 rounds).
Editor: Meh.

ALCHEMISTS SPARK
- EBERRON CAMPAIGN SETTING (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 25 gp
Alchemy DC: 20
Damage (direct): 1d8 electrical
Damage (splash): 1 electrical
Range: 10 ft
Weight: 1 lb
Alchemist's spark combines two substances that react violently when mixed. A flask of alchemist's spark
has two compartments that keep the two substances separate; throwing the flask shatters it and allows the
substances to mix, releasing a powerful electrical discharge. Otherwise, alchemist's spark functions like
alchemist's fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity
damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.
Editor: Electrical damage. Whee.

ALCHEMY BLADE
- MAGIC OF EBERRON (3.5)
Exotic Light Melee Weapon
Cost: 310 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: P
Ammo: Application, Flask
An alchemy blade appears much like a normal short sword. Two slender channels form a groove on each
side of the blade, and the pommel is built to accept a flask of either alchemists fire or alchemists frost. (It
could also accept a flask of acidic fire or alchemists spark, but a single use of either of these would render
the weapon useless.) When a flask of alchemists fire or alchemists frost is plugged into the pommel, the
weapon is primed. When you strike a target with a primed blade and deal damage, an internal alchemical
pump instantly expels the fire or frost through hollows in the hilt and out along the channels in the blade. In
addition to taking any damage dealt by the blade, the target also takes damage as if it had been struck by
the flask attached to the weapon. Adjacent creatures, including the wielder, are not subject to splash
damage. If the blade deals critical damage, the frost or fire damage is not multiplied. Priming an alchemy
blade is a standard action that provokes attacks of opportunity. When not primed, the alchemy blade deals
damage as a short sword. Creating an alchemy blade requires a DC 20 Craft (alchemy) check in addition to
the normal Craft (weaponsmithing) checks required to make a weapon. Characters who take Exotic
Weapon Proficiency (alchemy blade) can treat the alchemy blade as a short sword for the purpose of any
feat or ability that affects the characters ability to use a short sword (such as Weapon Focus [short sword]).
Editor: So for basically 300 gp you can load a bottle of fire into your short sword. I see no reason one
could not extrapolate this to include any other melee weapon that could survive the experience. While
it would get expensive fairly quickly, for some, every hit point of damage counts.

ANARCHIC WATER
- ARMS AND EQUIPMENT GUIDE (3.0)
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 50 gp
Damage (direct): 2d4
Damage (splash): 1
Range: 10 ft
Weight: 1 lb
Anarchic water damages lawful outsiders almost as if it were acid. A flask of anarchic water can be thrown
as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask
breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the
bearer must open the flask and pour the anarchic water out onto the target. Thus, a character can douse an
incorporeal creature with anarchic water only if he is adjacent to it. Doing so is a ranged touch attack that
does not provoke attacks of opportunity. A direct hit by a flask of anarchic water deals 2d4 points of
damage to a lawful outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point
of damage from the splash.
Editor: Meh.

ANKUS
- MASTERS OF THE WILD (3.0)
Exotic Two-Handed Melee Weapon
[Droppable, Tripping, Nonlethal, Reach-NM]
Cost: 15 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x2
Weight: 15 lb
Type: B
The ankus is a hooked device used to steer elephants. It deals only subdual damage, but because of its
hook, you can also use it to make trip attacks. You can drop the ankus to avoid being tripped during your
own trip attempt. The ankus has 10-foot reach.
Editor: This is a 3.0 weapon, so your DM may not allow its use. The weapon does not state it has a
minimum distance for use, so despite its description, it threatens everything out to 10 feet. Its reach is
the only thing it has going for it.
Editor (General WSAs): A few jump out at me. Bane (animals) makes this ideal for handling animals,
which is the point of the weapon. Whos going to shell out that much money to whack an elephant in
the back of the head is another story. If you got the money to burn, You should also look at
chargebreaker/intercepting, just in case an elephant tried to trample you. If you want to discourage
your animal handlers from beating your elephants, might I suggest vicious. It is only a +1 bonus, it
adds +2d6 damage, and it only does 1d6 nonlethal to the wielder. Most Elephants couldnt handle an
Animal Bane/Vicious weapon for more then one or two shots, but most handlers will feel the sting of
getting hit for 1d6.

ANNULAT
- PLANAR HANDBOOK (3.5)
Exotic Thrown Weapon
Cost: 30 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Range: 30 ft
Weight: 1/2 lb
Type: S
This exotic ranged weapon, invented by the seraphim, appears as a perfectly circular, nearly paper-thin
hoop forged from a dark iron-like metal and sharpened on the outside edge. The annulats diameter is a
little over 1 foot. The band of metal, while thin, measures some 2 inches in breadth. When thrown, an
annulat sails through the air with deadly accuracy, its cross-section so thin that it is almost invisible. Those
proficient with the annulat are particularly accurate with the throwing hoop and can make it curve
somewhat in flight. Targets who gain a cover bonus to their Armor Class have that bonus reduced by 2.
Seraphim treat the annulat as a martial weapon.
Editor: Thrown weapon that imposes a -2 penalty to AC against cover. If you're going to throw something,
why not make it easier to hit? It's also noteworthy that seraphim treat it as a martial weapon, making a
neraphim Master Thrower/Bloodstorm Blade a tempting option. Its downside is the fact that it is an
exotic weapon, thus taking up a feat to use.

ARROW
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
- FROSTBURN (3.5)
Ammunition (Arrow)
Ammunition (Bone Bow)
Cost: .05 gp
Weight: 3 lb (20)
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 x2). Arrows come in a leather quiver that holds 20
arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or
lost.
Editor: Heres the thing, I have no idea what an arrow for a bone bow is. You see, there is no description
of them, just that they exist as is written under the bone bow entry. So, I have to assume they are just
like normal arrows, except that they only work in a bone bow.

ARROW, ALCHEMISTS
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Ammunition (Arrow)
Cost: 75 gp
Critical: x2
Weight: 4 lb (20)
Each of these projectiles carries a deadly load of alchemists fire in its hollow shaft. When it strikes a
target, the arrows shaft shatters, releasing the alchemists fire directly onto the target. One round after
impact, the alchemists fire ignites, dealing 1d4 points of damage. The target can use a full-round action to
attempt to extinguish the flames before taking this damage. It takes a successful Reflex saving throw (DC
15) to extinguish the flames. Rolling on the ground earns the target a +2 bonus on the save. Submerging
(such as by leaping into a lake) or magically extinguishing the flames automatically kills the flames.
Editor: These are basically normal arrows with x2 crit range, except they deal 1d4 fire damage the turn
after unless the victim spends a full-round action and makes a DC 15 Reflex-save to extinguish the
flames. Very convenient, though somewhat pricy. Extra damage is never a bad thing.

ARROW, BLUNT
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF THE WILD (3.5)
Ammunition (Arrow)
[Nonlethal]
Cost: .05 gp
Critical: x2
Range: x1/2
Range (Composite): +10 ft
Weight: 3 lb (20)
Type: B
These arrows have wooden tips specially crafted to deal subdual damage instead of normal damage.
Editor: The range for a blunt arrow is half that of the range of a normal arrow in the same weapon. A
composite version of the same weapon then adds +10 ft to the range, after halving it. These arrows deal
Bludgeoning and subdual damage. In other words, these are the perfect tools for taking prisoners,
especially when opponent is escaping. As a downside though, many creatures with DR vs Bludgeoning
also have immunity to subdual damage, so it isn't useful for solving that; you'll still need to default to
magical abilities against them. It's worth noting that these aren't metallic to any degree, making them
completely able to bypass the pain-of-a-spell Ironguard, which archers otherwise have trouble with.
These are cheap, so I'd always keep at least one stack of these with me. Do note that they have a
reduced critical multiplier though. These also have halved range increment of the core bow, with any
adjustments for Composite Bow added on top of the half (so fired from Longbow, the increment is half
of 100' = 50', but from Composite Longbow half of 100' + 10' = 60').

ARROW, DRAGONSBREATH
- RACES OF THE WILD (3.5)
Ammunition (Arrow)
Cost: 2.5 gp
Damage: See Below
Weight: 3 lb (20)
Type: P
A dragonsbreath arrow has a shaft soaked in resin or pitch and a slightly enlarged head filled with a dab of
alchemists fire. Slots in the head force air into the chamber when the arrow is fired, igniting the
alchemists fire and the shaft as well. The slots in the head emit a low screech as the arrow flies through the
air. A dragonsbreath arrow deals an extra 1 point of fire damage when it hits a target, and that target must
make a DC 15 Reflex save or catch on fire. A dragonsbreath arrow cant be reused on a miss.
Editor (Catching on fire): If a characters clothes or hair catch fire, he takes 1d6 points of damage
immediately. In each subsequent round, the burning character must make another Reflex saving throw.
Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone
out. (That is, once he succeeds on his saving throw, hes no longer on fire.) A character on fire may
automatically extinguish the flames by jumping into enough water to douse himself. If no body of
water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the
character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment
catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same
amount of damage as the character.
Editor: For whatever bow you make this arrow for, you reduce the damage die as if the weapon was one
size class smaller. For example, if you have a medium longbow, which is normally 1d8 damage. You
treat the weapon as a small longbow and reduce the damage to 1d6. A small shortbow, which does 1d3
damage, would then be 1d2 damage. That said, its superior to the alchemists arrow in that the damage
is 1d6 a round if they catch on fire until they put themselves out. The alchemists arrow only does 1d4
for one round after it hits. This is cheaper too.
Editor (Combat): These arrows have reduced core damage, but deal 1 point of Fire-damage on impact and
require a DC 15 Reflex-save or light the opponent ablaze. Certainly handy against Ice monsters,
especially Giants and the like. Also good for lighting oil or the like ablaze. These are very useful when
used properly, but since they deal reduced damage and have no benefits vs. creatures with fire
immunity, I'd still use normal arrows as my normal weapon with these as a special treat for vulnerable
opponents. Also note that this is completely un-magical.

ARROW, FLIGHT
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF FAERUN (3.0)
Ammunition (Arrow)
Cost: 8 gp
Critical: x2
Range: +25
Weight: 4 lb (20)
Type: P
The light shaft and special design of this masterwork arrow increases a bows range increment by 25 feet.
Editor: These are normal arrows except with x2 criticals, and they add 25' to the attacks' range increment.
Somewhat similar to Swiftwing Arrows in function, but these actually increase your range increments
and your maximum range while Swiftwing arrows make it easier to land shots at a longer range, and
lose out on base damage instead of critical multiplier. Probably a tool you'll want in your repertoire,
though these are fairly expensive like many of these special arrows. Every once in a while youll want
to hit something at 1,000 feet. Then youll want one of these.
Editor (Crossbreeding): So whats stopping someone from designing a customized hybrid arrow? The
DM, thats who. See about if hell let you combine this with say, signal arrows or that sort of thing. Or
make it into a bolt, or other ammunition that you can use it for.

ARROW, SEA
- RACES OF FAERUN (3.0)
Ammunition (Arrow)
Cost: 7 gp
Critical: x2
Weight: 4 lb (20)
Type: P
These arrows, fletched by aquatic elves, are treated as masterwork, but they dont grant a +1 enhancement
bonus on attack rolls. Instead, when fired from an aquatic longbow, they negate the 2 penalty per 5 feet
for making a ranged attack underwater.
Editor: So you are being forced to adventure in the ocean. Pick up some of these.

ARROW, SERPENTSTONGUE
- RACES OF THE WILD (3.5)
Ammunition (Arrow)
Cost: .15 gp
Weight: 3 lb (20)
Type: P and S
Arrows arent very useful for attacking objects, so the elves developed the serpentstongue arrow, which has
a forked point with sharp edges on the tips and inside the prongs. A skilled archer can neatly sever a rope or
leather strap with a serpentstongue arrow. A serpentstongue arrow deals both piercing and slashing
damage, and it deals full damage (rather than the usual half damage) to objects with a hardness of 5 or less.
Editor: These arrows are used for sundering. Amusingly enough, they deal both, Piercing and Slashing
damage. They also deal full damage to objects with hardness less than 5. Again, something to keep
around. They also don't have any drawbacks compared to normal arrows besides also dealing Slashing
damage so you could actually consider replacing your normal arrows with these.
Editor (Hybrid): Personally, Id allow a combination of this and dragonsbreath arrows at 53 gp for 20
arrows. If that doesnt cut a rope, nothing will.

ARROW, SIGNAL
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF FAERUN (3.0)
Ammunition (Arrow)
Cost: 5 sp
Critical: x2
Weight: 4 lb (20)
Type: P
This arrow is specially designed to emulate a birds call when fired. Elven fletchers craft the arrows to
make calls that will be recognized as signals by the elves of the community. For example, a hawks cry
might signal an attack, and an owls screech might signal a stealthy advance. A successful Wilderness Lore
check (DC 20) determines whether the sound comes from a bird or another source. The intricate carving on
the arrow shafts makes them clumsy in flight, imposing a 2 circumstance penalty on attack rolls.
Editor: These arrows deal normal weapon damage at x2 multiplier. They also have -2 circumstance penalty
on attack rolls making them inconvenient for that purpose. What they are good for though is signaling;
they let out a sound resembling the cry of some bird (DC 20 Survival-check allows a listener to
determine if the sound came from a bird or another source; DR349 calls for DC 20 Knowledge
(Nature) check instead). Elves use these to coordinate their military efforts; your party can do the
same. Very simple method of long range communication, and cheap at that.

ARROW, SWIFTWING
- RACES OF THE WILD (3.5)
Ammunition (Arrow)
Cost: 1 gp
Damage: -1 size class
Weight: 3 lb (20)
Type: P
These arrows are made slightly longer than normal with a small, aerodynamic head and enlarged fletching
(the feathers added to the shaft) for extra stability and accuracy on long shots. A swiftwing arrow incurs
only half the usual penalty for attacking at range (1 per range increment rather than the usual 2).
Editor: These are excellent for firing far away; they only suffer half the normal increment penalties. Ask
your DM how this interacts with Cragtop Archer's ability doing the same. Anyways, they have one
category reduced damage, but they actually make those long shots possible without tons of feats, so I'd
definitely have a bunch of these in my Quiver. Especially good for sniping things like Dragons from
far away a turn or two before they reach you (once that's taken flight, that is). If you have ~200ft
increment, you'd be able to shoot to 1000ft with a mere -5 to the roll.

ARROW, THUNDER
- ARMS AND EQUIPMENT GUIDE (3.0)
Ammunition (Arrow)
Cost : 2 gp
Damage: N/A
Critical: N/A
Weight: 7 lb (20)
Type: N/A
Thunder arrows are tipped with thunderstones. A hit from a thunder arrow deals no damage but triggers the
thunderstones sonic attack. Thunder arrows that miss should be treated as attacks with a grenade-like
weapon.
Editor (Thunderstone): When it strikes a hard surface (or is struck hard), it creates a deafening bang that is
treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude
save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4
penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that
it tries to cast. Since you dont need to hit a specific target, you can simply aim at a particular 5-foot
square. Treat the target square as AC 5.
Editor: These arrows deal no damage instead exploding as a Thunderstone on impact. Basically, they force
a DC 15 Fortitude save against being deafened for an hour. These have some niche uses but as they
don't deal damage, I don't expect one to use them all that often. Pack a couple with you.
Editor (WSAs): Radiant holding (+3) causes the ammo to do one point of force damage, thus allowing you
to use any other WSAs that require you to do damage. However, the best one I could find was Flying
(+1). Normally, you cant do damage with an arrow and flying, but you dont need to. This arrow can
just fly up to your enemy and smash itself on the ground like a heat seeking missile. At 168 gp, its like
a free attack. Buy a dozen, toss five or so into the air and order them to go hit your enemies. Since
drawing an arrow is a free action, you can flip as many as you want into the air as you need. The only
other WSA that fits the flying thunder arrow is explosive. True, it really cranks up the cost, but since
the arrow is targeting the ground, explosive works.

ASPERGILLUM
- DEFENDERS OF THE FAITH (3.0)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Simple Light Melee Weapon
Cost: 5 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 0
Weight: 3 lb
Type: B
Ammo: Flask
The common aspergillum is a lightweight metal device resembling a small club or light mace with a
perforated head for dispensing holy water. Although not a weapon per se, it can be used in combat to
deliver ranged touch attacks. This lightweight metal device looks like a small club or a light mace. By
shaking the aspergillum as a standard action, you can sprinkle one flask of holy water on a target within
melee reach. This action is a ranged touch attack (which does not provoke an attack of opportunity). An
aspergillum does not require any proficiency to use. Many adventurers prefer using an aspergillum to
dispense holy water rather than throwing or pouring out the contents of a flask.
Editor: In case its not clear, this one holds 1 flask, the other one holds 3.

ASPERGILLUM, HEAVY
- RACES OF FAERUN (3.0)
- LIBRIS MORTUS (3.5)
Simple One-Handed Melee Weapon
Cost: 100 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Range: 0
Weight: 12 lb
Type: B
Ammo: Flask
The heavy aspergillum combines the properties of a common aspergillum with those of a heavy mace and
is greatly favored by members of the Impilturan church of Ilmater. A heavy aspergillum can hold up to 3
flasks of holy water. In addition to serving as a common aspergillum, it can also be used in melee combat.
When a button on the shaft is pressed, tiny holes open in the mace head, allowing holy water to touch a
creature struck by the weapon. Each use of the weapon in this manner uses one flask of holy water per
attack whether or not the attack is successful. If the wielder has multiple attacks per round with the weapon,
the holy water can be released multiple times in one round (but no more than once per attack) until it is
depleted. A heavy aspergillum may also be used to make ranged touch attacks with holy water in the
manner of a normal aspergillum. Pouring a flask of holy water into a heavy aspergillum is a standard action
that provokes an attack of opportunity.
Editor: So what other liquids could I pour into this thing? I would have no problem combining this thing
with the alchemy blade for 300 gp, thus giving me three blows with burning alchemy crap. Although,
as is, I would allow the use of poison or oil. Note, while you can flick water with the normal
aspergillum, it technically is not a weapon, so it is not listed here.

ATLATL
- SANDSTORM (3.5)
Martial Ranged Weapon
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Range: 50 ft
Weight: 2 lb
Type: P
Ammo: Halfspear
An atlatl is a cross between a thrown weapon and a projectile weapon. It uses a flat, thin board made of
wood or antler, ranging from 1 to 3 feet long. One end is held in the hand while the butt of a light spear, 2
to 3 feet long, is placed in a groove at the other end. At the end of the groove is a raised spur or pin to hold
the bottom of the spear in place. You hold the loaded spear and handle end of the atlatl in the same hand.
With a sidearm or overhead throw, you propel the spear with a force far greater than that of a hand-thrown
spear. An atlatl often has a carved stone weight attached to the boards underside, and many feature a thong
of hide or cord to attach to the hand.
Editor: At first I thought that the atlatl spear is a type of ammo unique to the atlatl weapon. There are no
rules on the ammunition itself. But after reviewing the rules, I believe that the intent was that it be the
halfspear, since the damage matches up. Stat wise its definitely middle of the road. The ammo is
expensive to enchant, but its reusable. The damage is low, but its max range is 500 feet. Get three or
four of these with returning, you could hurl spears all day long. However, its true saving grace is that
its ranged like a projectile weapon (max 10 range increments), but its still a thrown weapon, so you
get to add your strength. This is the weapon of choice for a barbarian, being the farthest you can throw
something and still add your strength bonus. For those characters, the 1d4 damage is not that much of a
handicap.

ATRAMEN OIL
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 50 gp
Alchemy DC: 20
Damage (direct): -4 fort saves/1 min
Damage (splash): -1 fort save/1 min
Range: 10 ft
Weight: 1 lb
This substance is cold pressed from atramen fruit that grows on shoals of Elemental Earth that have drifted
too close to the Negative Energy Plane. A flask of atramen oil can be thrown as a splash weapon. Treat this
attack as a ranged touch attack with a range increment of 10 feet. A direct hit causes the target to take a 4
penalty on Fortitude saves for 1 minute. Every creature within 5 feet of the point where the flask hits takes
a 1 penalty on Fortitude saves for 1 minute.
Editor: I suppose if I had some sort of combination that needs a target to have -4 to fortitude saves, Id
consider it money well spent. As such, nothing comes to mind. Do note, that it is a penalty, so it
doesnt stack with itself.

AXE, ICE
- FROSTBURN (3.5)
- RACES OF FAERUN (3.0)
Exotic One-Handed Melee Weapon
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x4
Weight: 5 lb
Type: P or S
More tool than weapon, the ice axe has a sharp metal head that is perpendicular to the shaft and has a
spiked handle. It grants a +1 circumstance bonus on Climb checks in mountainous and/or icy terrain, even
if you do not possess the Exotic Weapon Proficiency (ice axe) feat. If you do possess this feat, the bonus
increases to a +4 circumstance bonus. An ice axe may be used as a martial weapon, but takes a 2 penalty
on attack rolls in this case.
Editor: One of the only one-handed/x4 criticals with slashing. Qualifies for Dervish if you want x4 crit for
something. Can be used at a -2 without the exotic weapon prof. feat. Also gives a +4 bonus on climb
checks

AXE, THROWING
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
Cost: 8 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 10 ft
Weight: 2 lb
Type: S
A throwing axe is lighter than a handaxe and balanced for throwing. Gnome fighters often use throwing
axes for both melee and ranged attacks.
Editor: I find it strange that the throwing axe is a melee weapon and not a throwing weapon. Otherwise,
this is a boring weapon.

AXE, ORC DOUBLE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 60 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x4
Weight: 15 lb
Type: S
An orc double axe is a double weapon. You can fight with it 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. As its name suggests, it is often found in the hands of
powerful orc fighters. A creature wielding an orc double axe in one hand cant use it as a double weapon
only one end of the weapon can be used in any given round.
Editor: If you are an orc or half-orc, you get it as a free proficiency, so you might as well run with it. That
said, its an average double weapon if it was martial, but underpowered as an exotic. Technically you
can use it one-handed, as the description states. So that make it a superior choice for a one-handed
slashing weapon with a x4 critical, which might make it a better choice then the ice axe, if that is what
you are looking for.

AXIOMATIC WATER
- ARMS AND EQUIPMENT GUIDE (3.0)
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 50 gp
Damage (direct): 2d4
Damage (splash): 1
Range: 10 ft
Weight: 1 lb
Axiomatic water damages chaotic outsiders almost as if it were acid. A flask of axiomatic water can be
thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A
flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature,
the bearer must open the flask and pour the axiomatic water out onto the target. Thus, a character can douse
an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack
that does not provoke attacks of opportunity. A direct hit by a flask of axiomatic water deals 2d4 points of
damage to a chaotic outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point
of damage from the splash.
Editor: Basically its holy water, but only against outsiders. Meh.

BATTLEAXE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 6 lb
Type: S
The battleaxe is the most common melee weapon among dwarves.
Editor: It might be the most common weapon among the dwarves, but it is actually a very average weapon
and not that impressive.

BATTLEHORN
- SANDSTORM (3.5)
Exotic Two-Handed Melee Weapon
[Double, Set]
Cost: 50 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x3
Weight: 10 lb
Type: P
A battlehorn is a double weapon that consists of two large horns affixed together, facing in opposite
directions. You can fight with it 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 creature wielding a battlehorn in one hand cant use it as a double weapononly one
end of the weapon can be used in any given round. If you use a ready action to set a battlehorn against a
charge, you deal double damage if you score a hit against a charging character.
Editor: An orc double axe is exactly the same except for its slashing instead of piercing. The orc double
axe is at least a free feet for orcs.

BATTLEPICK, GNOME
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Light Melee Weapon
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x4
Weight: 5 lb
Type: P
A gnome battlepick is crafted and weighted to be used by creatures of Small size. A Small character can
use a gnome battlepick two-handed as a martial weapon.
Editor: A conversion from 3.0, its a light handed weapon that you can wield in your off hand, which
makes it on par with the ice axe if you are going to use it in said hand, but not if you want it to
maximize your strength multiplier when using two weapons. What makes it useful is that a gnome gets
it as a martial weapon. The way it reads as RAW, the weapon can be used as a two-handed martial
weapon. That would imply you can use the medium sized weapon as a one-handed weapon for a small
creature without size penalty. This, unfortunately, is a result of conversion problems. As a converted
weapon, this would no longer apply. That said, its a minor perk and not really that useful, so Id let it
slide as quirky. Small PCs get screwed enough on weapon damage, as a DM, Id let this one slide,

BILE DROPPINGS
- DROW OF THE UNDERDARK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 50 gp
Alchemy DC: 15
Damage: See below
Range: 10 ft
Weight: 1 lb
Distilled from the venomous excreta of certain breeds of monstrous spiders, this substance is a thick,
viscous fluid. You can throw a flask of bile droppings as a ranged touch attack with a range increment of 10
feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage the first round and 1d6 points
of acid damage in the second round. If the target takes a full-round action to scrape it off it takes no damage
in the second round. In addition to causing acid damage, a flask of bile droppings releases a powerful
stench when broken open, forcing anyone within 5 feet to make a successful DC 13 Fortitude save or be
sickened for 1 round. Anyone actually struck by the vile stuff takes a 4 penalty on the save. Bile droppings
can be created with a DC 15 Craft (alchemy) check and the proper raw materials (the spiders that create the
droppings are bred by the dark elves, so these materials are readily available in a typical drow city).
Editor: +1 for effectiveness, -1 for style.
Editor (Is It Splash?): The problem is that its a flask, but not listed as a splash weapon, when clearly it
should be. So do we list it as a splash weapon or no? Well, checking with similar thrown flasks,
specifically frostfire, we need to list it as a splash weapon. Do note, that is an editorial change, and it
isnt listed in the book as such.

BLADE, CLOSE FIGHTING
- RACES OF THE WILD (3.5)
Simple Light Melee Weapon
Cost: +100 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1 lb
Type: P or S
Elves love swordplay, but even elves recognize that a sword isnt always an ideal weapon. They developed
the close fighting blade for times when they must fight in spaces too constricted for true swordplay. A close
fighting blade is simply a knifelike blade concealed within the hilt or haft of a one-handed or larger melee
weapon. Pressing a catch in the hilt (a free action) releases the spring-loaded blade, which extends and
locks into place protruding from the pommel or butt of the larger weapon. A close fighting blade is the
equivalent of a dagger in all respects, except that it is a bit more awkward to use. It is most useful in
situations where the wielder is suddenly rendered incapable of using her normal melee weapon, such as
when she is grappling or being swallowed by some hulking monster. While a close fighting blade is
extended, the wielder takes a 2 penalty on attack rolls, both with the close fighting blade and with the
weapon that normally conceals it (which becomes more awkward to use). Retracting a close fighting blade
is the equivalent of sheathing a weapon (a move action). Even with the hidden blade extended, a weapon
with a close fighting blade is not a double weapon. The user can employ either the main weapon or the
extended blade, but not both in the same round. A close fighting blade must be enchanted separately from
the weapon in which it is housed. Elves typically include close fighting blades in longswords or rapiers for
their own use. Elf wizards sometimes carry quarterstaffs that contain close fighting blades. In some areas,
elves fashion battleaxes, heavy maces, or similar one-handed weapons with close fighting blades, though
these items are usually sold to other races. Adding a close fighting blade to an existing weapon, or
including one as part of a new weapon, costs 100 gp.
Editor: Well, I get a crappy dagger that I can only use while Im grappled. Thats basically what this is.
What makes it useful is that for a 100 gp + 300 gp to make it masterwork, I can drop WSAs on it that
normally are useful to have, but you dont want it to take up space in your main weapon. Smoking, for
instance. Who wants to be inside a stinking cloud as they walk down a corridor? Now you can pop this
as a free action and the WSA turns on. Best to fill it up with defensive WSAs that you would use to run
away.

BLADE, FLUTTER
- UNDERDARK (3.5)
Exotic One-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x3
Weight: 2 lb
Type: P or S
This exotic weapon has a serrated blade with a center mounted hinge and handle. When folded up, it deals
piercing damage; when unfolded, it becomes a slashing weapon. Folding or unfolding a flutter blade is a
move action.
Editor: As far as I know, it's the only 19-20x3 weapon. Although considering the flutter feature, Id add
a close fighting blade, just to have one more thing that can pop out of it.

BLADEFIRE
- ARMS AND EQUIPMENT GUIDE (3.0)
Application
Cost: 20 gp
Alchemy DC: 20
Weight: 1 lb
Similar to alchemists fire but less volatile, this thick, adhesive liquid ignites when exposed to air. Bladefire
is typically poured along the length of a bladed weapon, causing the weapon to burn for a short period of
time. A weapon treated with bladefire burns for 1d6 rounds. While burning, the weapon sheds light as a
torch. A weapon treated with bladefire deals 1 additional point of fire damage with each successful hit.
Applying bladefire to a weapon is a full-round action that provokes an attack of opportunity. Bladefire is
thick enough that once applied, it does not flow down the weapon, preventing it from harming the user.
Each round that bladefire burns, it also deals 1 point of fire damage to the weapon that it coats, but most
weapons have sufficient hardness to ignore this damage. Wooden weapons coated with bladefire ignite,
however, taking 1d6 points of fire damage each round until extinguished. Setting flammable items alight
requires more contact than just an attack. To light a flammable item requires a full-round action if the item
is unattended or a successful grapple check against the opponent wearing or using the item. If your
opponent breaks the grapple before your next action, no items catch fire. If you dont release the grapple on
your next action, any flammable item you wear or carry also catches fire.
Editor: Its something that damages your weapon while you attack

BLOODSPIKE
- MAGIC OF EBERRON (3.5)
Simple Thrown Ammunition (Bloodspike)
Cost: Variable (Estimated: 25 gp)
Range: 5 ft
Weight: - lb
A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The
interior of the slender tube is filled with one of several varieties of alchemical substance (see below). To
use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing
this deals 1 point of piercing damage (damage reduction does not apply when using a bloodspike) and
causes the fluid in the narrow vial to be absorbed directly into the users body. Alternatively, a bloodspike
can be thrown as a ranged weapon with a range increment of 5 feet. The bloodspike deals 1 point of
piercing damage if used in this way, with the target subject to the effects of the bloodspikes contents on a
successful hit. (Since most bloodspikes provide a beneficial effect, an adventurer will typically throw a
bloodspike at an ally to grant him its benefits in a combat situation.) No proficiency is required to use a
bloodspike in this way. Regardless of the method of delivery, using a bloodspike is a standard action that
provokes attacks of opportunity. The effects of multiple doses of a bloodspikes alchemical contents do not
stack. Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes.
Editor: Bloodspikes are usually used with poisons, so see the poison section concerning their use.
Editor (Bloodspike or Spike): Is a bloodspike a spike? Honestly, I dont know. If you consider it one, then
you can load it into a spikard or spike shooter. Personally, a spike as ammunition only costs 1 gp. So
why not just make a bloodspike that you can use as ammunition and have it cost 50 gp. This is
something to get past your DM, but Id allow it. It would be much simpler to put the poison directly on
the weapon, and cheaper too. All this means is that you can use poison with a spike shooter without
risk of poisoning yourself. Considering how many ways there are to get around that problem,
including, just dont roll a 1, I dont see any reason not to allow it.

BLOWGUN
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- MASTERS OF THE WILD (3.0)
- ORIENTAL ADVENTURES (3.0)
Simple Ranged Weapon
Cost: 1 gp
Damage (s): 1
Damage (m): 1
Critical: x2
Range: 10 ft
Weight: 2 lb
Type: P
Ammo: Blowgun Needle
A blowgun needle resembles a lightweight, undersized arrow. You dont apply your Strength modifier to
damage with a blowgun dart. A blowgun dart cant effectively be used as a melee weapon. Blowgun darts
come in a leather pouch that holds 10 darts. A dart that hits its target is destroyed; one that misses has a
50% chance to be destroyed or lost.
Editor: A blowgun is only of use to inflict injury poison. Thats about it.

BLOWGUN, GREATER
- COMPLETE WARRIOR (3.5)
- MASTERS OF THE WILD (3.0)
- ORIENTAL ADVENTURES (3.0)
Exotic Ranged Weapon
Cost: 15 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Range: 10 ft
Weight: 2 lb
Type: P
Ammo: Dart
Like its smaller cousin, the greater blowgun is often used to deliver poison. The darts it fires are larger than
blowgun needles, but smaller than a thrown dart. These darts deal damage in addition to delivering poison.
A greater blowgun requires two hands to use or reload. Loading a blowgun is a move action that provokes
attacks of opportunity. A greater blowgun has a maximum range of five range increments.
Editor: While the ammunition has the same stats as thrown darts, they are configured differently. You
cannot use a throwing dart in a blowgun, and you cannot throw a dart made for a blowgun. When
buying ammunition for this weapon, you must choose one or the other. Frankly, this is only useful for
inflicting poison, so why not use the normal blowgun and forgo the need for an exotic weapon
proficiency.

BLOWGUN NEEDLE
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- ORIENTAL ADVENTURES (3.0)
Ammunition (Blowgun Needle)
Cost: .05 gp
Weight: - (20)
These 2-inch-long iron needles are sold in small wooden cases of 20. A full case is so light that its weight is
negligible. The tips of the needles are often coated with poison such as greenblood oil, bloodroot, blue
whinnis, shadow essence, or deathblade.
Editor: The weapon is only of use for inflicting poison.

BOLA FLAIL
- GHOSTWALK (3.0)
Exotic Light Melee Weapon
[Droppable, Grappling, Tripping]
Cost: 5 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 20 ft
Weight: 4 lb
Type: B
Disarm: +2
This is a 5-foot length of rope with a loop or small metal handle on one end and a 2-pound weight on the
other end. With a bola flail, you gain a +2 bonus on your opposed attack roll when attempting to disarm an
enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this
weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the bola flail to
avoid being tripped. You can throw the bola flail at a Medium-size or smaller target in an attempt to trip the
target instead of dealing damage. You must make a ranged touch attack to do so, and if you hit, your
opponent must make a Strength or Dexterity check (DC 15) or be tripped (the defender takes a 4 penalty
for every size category smaller than Medium-size). The opponent must then make a grapple check against
your attack roll. If he fails, he is grappled. A bola flail can trip or grapple only a Small- or Medium sized
target. An opponent can extricate himself from a bola flail as a full-round action. When you use a bola flail
to make a ranged trip attack, your opponent does not get an opportunity to trip you in return.
Editor: A neat weapon with many options. You can trip, disarm, throw it, beat someone. The problem is,
over all its nothing special. It is, however, superior to bolas and barbed bolas, so for that, I make it a
green.

BOLAS
- ARMS AND EQUIPMENT GUIDE (3.0)
- PLAYERS HANDBOOK I (3.5)
- RACES OF FAERUN (3.0)
- SWORD AND FIST (3.0)
Exotic Thrown Weapon
[Nonlethal, Tripping]
Cost: 5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Ranged: 10 ft
Weight: 2 lb
Type: B
A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the
bolas can wrap around an enemys leg or other limb, you can use this weapon to make a ranged trip attack
against an opponent. You cant be tripped during your own trip attempt when using a set of bolas.
Editor: The bola for ranged trip attacks. It only has a 10 foot increment, which means a 50 foot max range,
but tripping is a touch attack so that should help deal with the distance penalties. There are better
choices.

BOLAS, BARBED
- COMPLETE WARRIOR (3.5)
Exotic Thrown Weapon
[Tripping]
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 10 ft
Weight: 3 lb
Type: P
This weapon is similar to a normal set of bolas, except that its weighted balls are studded with hooked
barbs and thus deal lethal damage. Because the barbed bolas can wrap around an enemys leg or other limb,
you can use this weapon to make a ranged trip attack against an opponent. You cant be tripped during your
own trip attempt when using a set of barbed bolas. For purposes of weapon proficiency and similar feats,
barbed bolas are treated as if they were bolas. Thus, if you have Exotic Weapon Proficiency (bolas), you
are also proficient with barbed bolas.
Editor: These do lethal. Bolas still suck.

BOLT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Ammunition (Bolt)
Cost, Crossbow: .1 gp
Cost, Repeating Crossbow (1 Case/5 Bolts): 1 gp
Weight: 1 lb (10/Case of 5)
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 x2). Bolts come in a wooden case that holds 10 bolts (or
5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of
being destroyed or lost.
Editor: There is some conjecture as to weather or not the bolts for the regular crossbow are the same as the
bolts for the repeating crossbow. I believe that you are paying for 5 bolts and a clip The bolts would
then be 1 sp/each and the clip would be 5 sp. So if you needed to save money, you could buy normal
bolts and save the clips to reload. Id require a fletching roll at DC 15 to reset the clip back to full use.
Failure means the spring has been expended and that clip is no longer usable. However, thats just
my view and there are no actual rules on this.

BOLT, GRAPPLE
- SONG AND SILENCE (3.0)
Ammunition (Grapple Bolt)
Cost: 20 gp
Weight: 8 lb
The grapple bolt comes with 100 feet of thin, light rope attached. It can only be fired from a grapple-firing
crossbow. Attempting to shoot it from any other crossbow results in automatic failure and a 50% chance
the bolt is now unusable.
Editor: Im Batman! Seriously? Cast levitate and be done with it. Now, if you are a wizard with animate
rope, things could get interesting.

BOLT, MITHRAL GRAPPLE
- DUNGEONSCAPE (3.5)
Ammunition (Grapple Bolt)
Cost: 1000 gp
Weight: 2 lb
A mithral grappling bolt is lighter than a standard bolt but just as strong, and it can be fired farther. It
comes with 200 feet of thin, light rope attached. It can only be fired from a grapple-firing crossbow.
Attempting to shoot it from any other crossbow results in automatic failure and a 50% chance the bolt is
now unusable
Editor: Okay, if you absolutely need to scale a wall in an antimagic zone, here you go. Expensive and
overpriced, but sometimes you need to sneak in under the radar.

BOLT, TUMBLING
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Ammunition (Bolt)
Ammunition (Spike)
Cost: 5 gp
Damage: +2
Critical: x2
Range: x1/2
Weight: 2 lb (10)
Type: P
A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the
shaft. A channel allows air to pass through the bolt, which causes the bolt to tumble when fired. The bolt
deals +2 damage but only has one-half its normal range increment due to the way the projectile moves
through the air.
Editor: If you are a wizard with a heavy crossbow and a gnome crossbow sight, you are shooting at no
penalty out to 360 feet. So why not reduce that to 180 feet and add +2 damage.

BOLT, WINCH
- MASTERS OF THE WILD (3.0)
Ammunition (Winch Bolt)
Cost: .5 gp
Weight: 1 lb (20)
These bolts only work with the winch crossbow. They are specifically designed for use with the rope and
pulley system that makes up the winch crossbow.
Editor: The winch crossbow isnt that impressive, and this bolt isnt either. However, I would consider
using it with the Animate Rope spell.

BOOMERANG
- COMPLETE WARRIOR (3.5)
- SANDSTORM (3.5)
Exotic Thrown Weapon
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 2 lb
Type: B
The boomerang is a curved throwing stick that returns to its thrower if it misses its target. To catch a
returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) and hit
AC 10. Failure indicates the boomerang lands in a randomly determined square adjacent to the thrower (if
the thrower is proficient) or 1d4 squares away in a random direction (if not proficient).
Editor: This weapon actually sucks. It deals less damage then most other thrown weapons. When it misses,
you can make an attack roll to catch it. However, proficiency with this weapon qualifies you for the
uber Boomerang Daze feat (Races of Eberron pg 108) forces anyone who takes damage from your
boomerang to Save or be Dazed (one of the most powerful effects in the game) for 1 round, and
Boomerang Ricochet (also RoE pg 108) which lets you hit a second adjacent target with your
boomerang (potentially Dazing both) after you hit the first.

BOOMERANG, TALENTA
- EBBERON CAMPAIGN SETTING (3.5)
Exotic Thrown Weapon
Cost: 15 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 30 ft
Weight: 1 lb
Type: B
The halflings of the Talenta Plains use traditional boomerangssimple curved, polished sticks designed to
return to the thrower.
Editor: I am not impressed.

BOOMERANG, XENDRIK
- EBBERON CAMPAIGN SETTING (3.5)
Exotic Thrown Weapon
Cost: 20 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 20 ft
Weight: 2 lb
Type: B or P
The drow of Xen'drik use three-pronged boomerangs to hunt prey. Some adventurers and explorers learn to
use the weapon while operating in the Xen'drik jungles, but few outside the drow communities ever master
the intricacies of the Xen'drik boomerang. A boomerang of any sort returns to its thrower when it misses its
target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the
boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a
random direction.
Editor: There are some cool boomerang related feats (see boomerang, above).

BOOT BLADE
- COMPLETE SCOUNDREL (3.5)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Simple Light Melee Weapon
[Hidden]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1/2 lb
Type: P or S
The most common hidden blade, a boot blade is concealed in the sole of a boot, usually under the toes. The
wearer activates the blade by striking a certain part of the boot (usually the toe) against the ground, which
flips the weapon it into position. Treat a boot blade as a dagger.
Editor: What I dont get is that its a simple weapon. That said, this goes on my list of cool weapons to
drop 4 gp on. You never know when you need to kick someone in the nuts, and hopefully cut them off
in the process. Very good choice for a thief, whod see it coming? Plus, you get a pair of boots out of
it!

BOW BLADE
- COMPLETE SCOUNDREL (3.5)
Simple Light Melee Weapon
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Weight: 1/2 lb
Type: P
Some archers add blades to the grips or risers of their weapons. Bowyers can craft bows that allow such
blades to be permanently affixed. Treat a bow blade as a punching dagger.
Editor: If you fight with a bow, its 2 gp well spent. Anything that lets you defend yourself without
dropping your bow is good. Plus, its one more thing you can put weapon enchantments on.

BOW, BONE
- FROSTBURN (3.5)
Exotic Ranged Weapon
Cost: 250 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Range: 120 ft
Weight: 4 lb
Type: P
Ammo: Bone Bow Arrow
This powerful and oversized bow is designed to fire exceptionally large arrows specially made for it. Made
of the bones and sinews of huge animals such as woolly mammoths and dire rhinoceroses, these bows were
designed by primitive cultures expressly for the hunting of huge creatures that require a lot of damage to
take down. A bone bow functions as a composite longbow with regard to applying the users Strength
bonus to damage done with arrows shot from it. The bow has a long, thick spike protruding from both ends;
this spike is used to brace against a solid object (either the ground or an overhanging protrusion or ceiling)
to aid in pulling the bows string. A character may use a bone bow as a martial weapon, but doing so
imparts a 4 penalty on attack rolls, and firing an arrow from the bow requires a full round action. For
purposes of feats such as Weapon Focus and Weapon Specialization, a bone bow is treated as if it were a
longbow; thus if you have Weapon Focus (longbow), that feat applies to bone bows as well.
Editor: It has a shorter range than a Greatbow and is likewise Exotic, but it has automatic Strength
adjustment (without extra costs, making it much more affordable early on) and may be more
appropriate for some settings. It's really up to the game and level, which is better out of this and
Greatbow (usually you should just pick Longbow to save the feat though). Bone bow shares Weapon
Focus-tree with Longbow as well.
Editor (Compare): Which is better, this or the greatbow? Depends on what you are using it for. The
greatbow does the same damage, but the composite greatbow has an extra 10 ft of range. Furthermore,
all arrows need to be customized for this bow. So the greatbow wins.

BOW, ELVEN DOUBLE
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Ranged Weapon
Cost: 1000 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 100 ft
Weight: 3 lb
Type: P
Ammo: Arrow
This double-stringed longbow can be used as a normal longbow by anyone proficient in that weapon.
Characters with Exotic Weapon Proficiency (elven double bow) can use the bow to fire two arrows at once.
Knocking an arrow on the second string requires a move equivalent action. Once the wielder has taken an
action to load the second string, his next attack is a double shot that launches both arrows simultaneously at
the same target. The wielder makes one attack roll at a 2 penalty to determine whether or not both arrows
strike the target. If the attack is successful, both arrows deal normal damage. If the attack is a critical hit,
only one arrow deals extra damage, and extra sneak attack damage is applied only once.
Editor: This is a strange one. You can spend a Move Action to load up a second arrow and then your next
attack is a Volley Attack at -2. You can, if you somehow get extra Move Actions, combine this with a
full attack for effectively an extra arrow and it doesn't even punish your entire volley, only the next
attack. Of course, the kicker is that there's no Composite version of this listed which means no
Strength-bonus to damage. If you get DM to allow Composite versions of these, this might very well
be worth the feat. Without Strength-modifier, the extra shot being a Volley Attack and thus applying
precision damage only once, it is by and large impractical to use one of these even with something like
Belt of Battle [MiC Pg. 73] or Quicksilver Motion [ToB Pg. 65] to gain those Move Actions. Anyone
with Longbow proficiency can use one of these as a Longbow, but you need Exotic Weapon
Proficiency to use the special features.

BOW, YUAN-TI SERPENT
- SECRETS OF XENDRIK (3.5)
Exotic Ranged Weapon
Exotic Two-Handed Melee Weapon
[Double]
Cost: 150 gp
Damage (s): 1d4 (S)/1d6 (P)
Damage (m): 1d6 (S)/1d8 (P)
Critical: 19-20/x2 (S)/x3 (P)
Range: 0 ft (S)/80 ft (P)
Weight: 2 lb
Type: S (Melee) or P (Ranged)
Ammo: Arrow
Made from a long, curving piece of exotic wood, this bow is carved in the likeness of a serpent whose tail
ends in a short metal blade. You can use a yuan-ti serpent bow either to make ranged attack with arrows or
melee attacks with the serpent blade. When wielding a yuan-ti serpent bow, you can freely interchange
melee and ranged attacks during the same round. You threaten the squares within your reach no matter how
you last used the weapon. A yuan-ti serpent bow is treated like a double weapon for the purpose of
determining the cost of a masterwork version and enhancements. Weapon special abilities and
enhancements bonuses for the bow portion of the weapon apply only to ranged attacks made with the
serpent bow, not attacks made with the blade portion of the weapon. Special abilities and enhancement
bonuses for the blade portion apply only to melee attacks.
Editor: Bow with curved blades at the edges. You can use it as a ranged weapon or as a melee weapon
interchangeably, and it is a treated as a double weapon for magical enhancements (you enchant the
bow part and the blade part separately). Not that useful for Haberdash specifically, but a nifty choice
for bow builds that fight in dungeons and other closed in spaces a lot.
Editor: An exotic weapon that's basically a Longbow and a Short Sword in one. The basic idea is good;
you always threaten the area around you and can do ranged attacks without wasting actions switching
between the modes. The problem, of course, is that the Elvencraft property can be added to any bow
and while with it you are stuck with 20/x2 crits in melee, you also saved a feat on Exotic Weapon
Proficiency. Worst of all, there are no Composite Yuan-Ti Serpent Bows to add your Strength to
damage; without those it's practically never worth it using one. Elvencraft is just plain better.

BUCKLER-AXE, DWARVEN
- COMPLETE WARRIOR (3.5)
- RACES OF STONE (3.5)
Exotic Light Melee Weapon
[Shield]
Cost: 20 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 4 lb
Type: S
At first glance, a dwarven buckler-axe appears similar to a standard buckler, but this weapon has enlarged
bladelike edges at its top and bottom, allowing the wielder to swing it like an axe. Thus, in addition to its
obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed. A
dwarven buckler-axe grants its wielder a +1 shield bonus to Armor Class. As with any shield, when you
attack with a dwarven buckler-axe, you do not get the shield bonus to your AC. A buckler-axe also
provides a 1 armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a buckler-axe
can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied
separately.
Editor: Its an axe, its a shield. Its an Axeld! Its thematic. It sucks for the most part.

BULLET, ACID
- ARMS AND EQUIPMENT GUIDE (3.0)
Ammunition (Bullet)
Cost: 10 gp
Alchemy DC: 15
Weight: 10 oz
These hollow glass sling bullets are filled with acid. When they strike a target, they immediately shatter,
dealing 1d4 points of acid damage in addition to the normal damage from the sling bullet. To hold
sufficient acid, these bullets must be larger than normal. The increased size makes the bullets awkward and
unwieldy to launch, imposing a 2 penalty on the attack roll.
Editor: I like this because of the implication. You can talk to your DM about filling it with other liquids.
As it stands, its still better then normal ammunition and doesnt cost that much more. Fifty bullets
would cost 500 gp and be well worth the cost.
Editor (WSAs): The obvious choice are any acid damage related WSAs. They should all add together for
the purpose of overcoming acid resistance

BULLET, FLAME
- ARMS AND EQUIPMENT GUIDE (3.0)
Ammunition (Bullet)
Cost: 20 gp
Alchemy DC: 20
Weight: 10 oz
These hollow glass sling bullets are filled with alchemists fire. When they strike a target, they immediately
shatter and the alchemists fire ignites, dealing 1d4 points of fire damage in addition to the normal damage
from the sling bullet. To hold sufficient alchemists fire, these bullets must be larger than normal, imposing
a 2 penalty on the attack roll. See Catching on Fire under dragonsbreath arrow for information on targets
wearing or carrying flammable material catching fire.
Editor: Its a 1,000 gp for 50 bullets, so you might think that acid bullets are better, given that acid defense
isnt as common as fire, but fire bullets have a chance to set your target on fire, which is a damage
multiplier. Not a big fan of damage over time, but if you are swinging slings, a dozen of these needs to
go on your ammo list
Editor (WSAs): The obvious choice are any fire damage related WSAs. They should all add together for
the purpose of overcoming fire resistance

BULLET, PRIESTS
- ARMS AND EQUIPMENT GUIDE (3.0)
- LIBRIS MORTUS (3.5)
Ammunition (Bullet)
Cost: 25 gp
Weight: 10 oz
These hollow glass bullets are filled with holy water. When they strike a target, they immediately shatter,
dousing the target with holy water.
Editor: There is no reason these cannot be crafted with unholy, anarchic, or axiomatic water. That said, a
bit on the expensive side and a rather specialized form of ammunition. Buy a few and save them for
emergencies.

BULLET, SLING
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Ammunition (Bullet)
Cost: .01 gp
Weight: 5 lb
Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that
holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being
destroyed or lost.
Editor: Your basic sling ammunition. You can get a hundred for a gold piece.

CABER
- MASTERS OF THE WILD (3.0)
Exotic Thrown Weapon
Cost: 10 gp
Damage: See Below
Critical: x2
Range: 10 ft
Weight: 100 lb
Type: B
A caber is a heavy pole that you can throw at one or more targets grouped closely together. To throw a
caber, you must target a 10-toot-square area and hit AC 15. Success means that everyone in the target area
must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the
target area is incapable of movement, it takes 2d6 points of damage. The caber is normally used for
breaking up military formations.
Editor: This is a 3.0 weapon, so your DM may not allow its use. "What rolls downstairs, along or in pairs,
and rolls over your neighbors dog? What's great for a snack, and fits on your back..." Ren and Stimpy
References aside, what you have here is the only area of effect weapon. Unfortunately, the weight of
this thing is off the charts. I would suggest using a Glove of storing to keep it in reserve. Its a Log. Its
a frickin Log. Not just a fireplace log. No. A log that weighs ONE HUNDRED POUNDS. Seriously?
This has got my vote for most bizarre weapon.
Editor (General WSAs): Since the weapon does no damage, you have to use only WSAs where you hit the
target, but dont need to do damage. The upside is, you hit everyone if you hit AC 15, so it always goes
off. Ranged jumps right out at me, because its only effective out to 50 feet. Aquatic (2,000 gp) might
be nice. Imagine throwing a log 50 feet down to bash a bunch of sea creatures, then watching the log
float back up to you. If I saw someone throw a log 50 feet through water, Id be frickin terrified.
Clouting is +3, but it will knock your targets back another 10 feet. Diseased (+1) will do con and Dex
damage once. But how often are you going to throw this thing? Dislocator (+1) teleports the targets 10
feet. Explosive will cause it to do damage to everyone in the area, regardless if they make the reflex
save. Rusting would be just rude. Shrinking would make transporting so much easier. Torturous might
stun someone. And wounding (+2) will drop all targets one point of con.
Editor (Exit Wound): A +2 bonus. Wow. How to handle this one. I mean, technically it works. However,
you are aiming for an area, not a person. But an area is a target, so That would mean the first 10
square you hit is at AC 15, the next 10 square is at AC 19, then AC 23, AC 27, and finally AC 31. You
have to roll to hit each square, or it stops in the last square you hit. It does 1d6 extra damage to every
target in the square that fails a reflex save. Basically you roll the log for 50 feet and crush a whole
bunch of people. Definitely buy it with ranged and teleporting. Roll your log a 100 feet, then have it
reappear in your hand next round to do it again. Bonus points if you dress up as Donkey Kong.
Editor (Hating Invisibility): Revealing causes everyone who you hit to gain faerie fire for one round.
Upgrade to sparkling for several rounds. Think you have an invisible intruder, throw a log at an area
and see if anyone in it glows. Technically, it works if the enemy is hit, not damaged, so everyone in the
area starts glowing, no saving throw allowed.

CALCULUS, GNOME
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Ranged Weapon
Cost: 50 gp
Damage: Per ammo
Critical: -
Range: 50 ft
Weight: 2 lb
Type: -
Ammo: Flask, Calculus
This oversized sling is made to fire flasks filled with liquid. Common ammunition includes acid,
alchemists fire, and other alchemical substances. Alchemical ammunition deals damage according to its
properties, but it gains the range increment of the gnome calculus.
Editor: The problem is, there are a number of items that are the right size for hurling with a calculus, but
they arent flasks. Such ammunition is listed as Calculus, since it doesnt really fit under any other
category. Otherwise, its a godsend for a flask rogue. Do you wish to fling alchemically unstable
materials about like a farmer sows seeds? Then you need this. While not everyone can benefit from
having one, anyone who chooses to use this weapon can rest assured that you can ruin someones day.

CANE, MONKS
- SECRETS OF SARLONA (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 3 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 10 ft
Weight: 1 lb
Type: B
Disarm: +2
Monk's canes are simple short sticks that have hooked heads and straight shafts. Often artfully decorated
and carved, these canes are crafted to look like mere walking sticks rather than weapons. With a monk's
cane, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid
being disarmed if such an attempt fails). A monk who is proficient with a monk's cane can treat it as a
special monk weapon. It is nearly impossible to tell that a monk's cane is a weapon. An observer has to
study the cane's owner carefully, making a successful DC 20 Sense Motive check to discern that the cane is
dangerous in his hands. The wielder can make a Bluff check in opposition to the observer's Sense Motive
check to avoid giving away his proficiency.
Editor: Its combat stats are unimpressive (1d6/x2 bludgeoning, throw-able with a 10 foot range increment),
but it's monk-friendly, and most importantly: it's innocuous. A Sense Motive check against the wielder
is required to recognize the cane as a weapon, at DC 20 or the wielder's Bluff check, whichever's
higher. Now, that said, I would always assume that anyone holding a stick could use it to vaporize me.
I wouldnt bother with the sense motive, Id just assume its a illusion of a greatsword, artifact staff of
arcane might, or a very small treant. Then, when he merely tries to disarm me, I will be pleasantly
surprised.

CALTROPS
- ORIENTAL ADVENTURES (3.0)
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Caltrops)
Cost: 1 gp
Range: 5 ft
Weight: 1 lb
A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes
to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced
to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature
moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might
step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the
creatures shield, armor, and deflection bonuses do not count. (Deflection averts blows as they approach,
but it does not prevent a creature from touching something dangerous). If the creature is wearing shoes or
other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has
stepped on one. The caltrop deals 1 point of damage, and the creatures speed is reduced by one-half
because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully
treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or
running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower
can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops
against unusual opponents. A Small monstrous centipede, for example, can slither through an area
containing caltrops with no chance of hurting itself, and a fire giant wearing fire giant-sized boots is
immune to normal-size caltrops. (They just get stuck in the soles of his boots).
Editor: There is some conjecture as to if you can throw caltrops or not. From what I can determine, you
can try, but if you fail to hit the square you are trying to target (AC 5), they are scattered too far to be a
danger to anyone. Also, they count as ammunition, so once you use them, they are used. They get a
blue because they are cheap and because they can change your targets movement rate. Slower targets
remain inside area effect spreads longer, meaning its a good choice with Evards tentacles of Ive-
Seen-Enough-Hentai-To-Know-Where-This-Is-Going. You know what I mean.

CALTROPS, CRYSTAL
- RACES OF FAERUN (3.0)
Simple Thrown Ammunition (Caltrops)
Cost: 150 gp
Range: 5 ft
Weight: 1 lb
These special caltrops are made out of a tough crystal. These are deployed just like traditional caltrops.
When they score a hit, they do normal damage and release a poisonous gas. The victim must make a
Fortitude save (DC 12) or instantly fall asleep for 1 minute. After 1 minute, the target must make another
Fortitude save (DC 12) or sleep for an additional 1d4 minutes. The gas affects creatures immune to magical
sleep, but not creatures immune to poison.
Editor: Again, if you throw them and miss they are lost. Now, the question is, how many times does it
work? Normal caltrops just sit there, but these release gas. The safe choice is to say they only work
once, but given its a bag of caltrops, Id make a 1d6 roll and thats how many times it can be triggered
before its assumed to be expended. This is just a suggestion, mind you.

CHAIN (MANRIKI-GUSARI)
- ORIENTAL ADVENTURES (3.0)
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Finesse, Reach-NM, Tripping]
Cost: 5 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: x2
Weight: 5 lb
Type: B
Disarm: +2
Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking
with hard blows from the weights. One end can also be swung out to entangle an opponent. The chain can
be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two
weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In
this case, you can only strike at an adjacent opponent. If you use the chain as a reach weapon, you can
strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against
an adjacent foe. In this case, you can only use one end of the chain effectively; you cannot use it as a
double weapon. Because the chain can wrap around an enemys leg or other limb, you can make trip
attacks with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being
tripped. When using a chain, you get a +2 bonus on your opposed attack roll when attempting to disarm an
opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can use the
Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with
a chain.
Editor: Its a double weapon or a reach weapon. It has a bonus to disarm. You can trip with it and you can
use weapon finesse with it. The damage sucks, but it does everything. In savage species, it is called the
chain lash.

CHAIN, BARBED
- SAVAGE SPECIES (3.0)
Exotic One-Handed Melee Weapon
Cost: 18 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x2
Weight: 6 lb
Type: B and S
This weapon is a length of four to six short, barbed iron bars connected by links of chain. Kytons often
wield these weapons in place of their chain rakes and apply their dancing chains ability to them.
Editor: Thats quite a bit of damage for a one handed weapon. Normally, when you apply an exotic
weapon feat like this, you can use the weapon two handed as a normal martial weapon, at least under
3.5. That puts it on par with a greatsword, certainly better then a bastard sword.

CHAIN, DROW SCORPION
- MAGIC OF EBERRON (3.5)
- SECRETS OF XENDRIK (3.5)
Exotic Two-Handed Melee Weapon
[Droppable, Finesse, Reach-NM, Tripping]
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
Disarm: +2
A drow scorpion chain resembles a regular spiked chain in many respects, but is both slightly longer than a
normal spiked chain and features a dagger-like blade at each end. The drow of Xendrik have perfected the
use of this weapon to harass larger enemies such as giants, or as a poison delivery system against less
hearty foes. The weapon takes its name from the technique of holding a length of chain behind the back and
then flipping it over the head to strike a foe; drow warriors often open combat with this maneuver. A drow
scorpion chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other
weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemys
leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can
drop the chain to avoid being tripped. When using a drow scorpion chain, you get a +2 bonus on opposed
attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt
fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength
modifier to attack rolls with a drow scorpion chain sized for you, even though it isnt a light weapon. Most
drow who wield the drow scorpion chain will take the Drow Skirmisher feat, but other characters who take
Exotic Weapon Proficiency, Weapon Focus, or Weapon Specialization for either the spiked chain or drow
scorpion chain may apply the effects of those feats to attacks with either weapon.
Editor: Exactly the same as a normal Spiked Chain, except that if you happen to be a drow, you can take
the Drow Skirmisher feat (which grants several proficiencies and minor bonuses) instead of Exotic
Weapon Proficiency to get proficiency with it. Not useful for Haberdash, but worth including on this
list for the sake of completeness.

CHAIN, SPIKED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Droppable, Finesse, Reach-NM, Tripping]
Cost: 25 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x2
Weight: 10 lb
Type: P
Disarm: +2
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other
weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemys
leg or other limb, you can make trip attacks with the chain. If you are tripped during your own trip attempt,
you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on opposed
attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt
fails). 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 isnt a light weapon for you.
Editor: Most of us know how obvious this is. Any sort of search for the word chain and maybe fighter
on this board will turn up numerous builds, a lot of them very nasty. Useful if you have a ton of reach
and a potent magic weapon with an AoO build. But most of the time you can just use a glaive and a 5
ft step. If you're really in a pinch, use armor spikes.

CHAIN-AND-DAGGER
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic One-Handed Melee Weapon
[Droppable, Tripping]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 4 lb
Type: P
Disarm: +2
When wielding the chain-and-dagger, you gain a +2 bonus on your opposed attack roll when attempting to
disarm an opponent (including the roll to keep from being disarmed yourself, if you fail to disarm your
foe). You can also use this weapon to make trip attacks, gaining a +2 bonus on your trip attempt. If you are
tripped during your own trip attempt, you can opt to drop the chain-and-dagger instead of being tripped.
Editor: You spend an exotic weapon feat and get +2 to disarm and trip. Sweet.

CHAKRAM
- ARMS AND EQUIPMENT GUIDE (3.0)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- ORIENTAL ADVENTURES (3.0)
Exotic Thrown Weapon
Cost: 15 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Range: 30 ft
Weight: 2 lb
Type: S
The chakram is a throwing disk or quoit about 1 foot in diameter, with a sharpened outer rim.
Editor: It looks neat and has a great range, but otherwise is very unimpressive.

CHATKCHA
- MONSTER MANUAL II (3.0)
- SAVAGE SPECIES (3.0)
- EXPANDED PSIONICS HANDBOOK (3.5)
Exotic Thrown Weapon
Cost: 1 gp
Damage (s): 1d4
Damage (m): 1d6
Critical:18-20/x2
Range: 20 ft
Weight: 3 lb
Type: P
This exotic ranged weapon is a crystalline throwing wedge. Its sheer weight makes it unwieldy in the hands
of those not proficient with it. It is favored by thri-kreen.
Editor: Now thats a good crit range. Good distance, and okay damage. Cheap too. Worth a look at.

CHIJIRIKI
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 8 gp
Damage (s): 1d4 (P)/1d3 (B)
Damage (m): 1d6 (P)/1d4 (B)
Critical: x2
Weight: 6 lb
Type: P or B
The chijiriki is a double weapon, allowing you to strike with the spear end or whip out the chain end to
entangle your opponent. You can fight with it as if fighting with two weapons, incurring all the normal
attack penalties as if using a one-handed weapon and a light weapon. Because the chain end of the chijiriki
can wrap around an enemys leg or other limb, you can make trip attacks with it. If you are tripped during
your own trip attempt, you can drop the chain to avoid being tripped.
Editor: Weird weapon, unimpressive damage, but you can make trip attacks with it. Meh.

CHUUL LASHER
- SAVAGE SPECIES (3.0)
Exotic One-Handed Melee Weapon
[Nonlethal, Non-Standard Limb, Reach-15]
Cost: 1 gp
Damage (s): 1
Damage (m): 1d2
Critical: x2
Weight: 2 lb
Type: S
Some chuul manufacture these lashes to extend the reach of their own paralyzing tentacles. Using a lasher,
a chuul can substitute a whip attack for one of its claw attacks. A successful strike with the whip attack
does normal whip damage (1d2 points of subdual damage), and forces a Fortitude save against the chuuls
paralysis ability. It has a reach of 15 feet.
Editor: Uhhhh Unless you are a chuul, no. Just. No. That said, if you happen to have a paralyzing
strike, I suppose you could use this. As a DM, Im stretching it. That said, maybe arm a ghast with one
of these and watch the party freak out.

CLAW BRACER
- ARMS AND EQUIPMENT GUIDE (3.0)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Exotic Light Melee Weapon
[Undroppable]
Cost: 30 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 2 lb
Type: P
A claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches
beyond the tip of the wearers extended fingers. The wearer can cast spells normally while wearing the
bracer and cannot be disarmed. Many claw bracers are enhanced as magic weapons.
Editor: Well, as a wizard, it might be nice to have a backup weapon, except that it eats up one of my feats
that could be spent on metamagic. Anything that you can enchant a gauntlet with can be enchanted
onto one of these.

CLOAK, WEIGHTED
- CITYSCAPE (3.5)
Martial One-Handed Melee Weapon
[Tripping, Undroppable]
Cost: 95 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 3 lb
Type: B
Disarm: +2
Search DC: 25
This cloak has an unusually thick lining at the bottom, which is filled with lead shot, a thin chain, or some
other weight. When held with the other end wrapped around the hand, it can be wielded much as a flail,
including bonuses to disarm and the ability to trip. DC 25 to find.
Editor: Im going to beat you to death with my cloak. That has to be one of the worst ways to die. I mean,
seriously. How do you explain that to anyone? Yes maam, the gnome beat him to death with his
clothes. No, he didnt strangle him, or anything. He just flapped him to death. Now, heres where it
gets weird, can I wield two cloaks? Expensive, but a martial weapon all the same, so no extra feat cost.
I see no reason any fighter worth his salt doesnt have one of these, just in case. And you can trip and
disarm as well. Make it red and call your PC The Bullfighter! And then use a weighted cloak to
attack, and use the gnome battlecloak as a shield for the +4 to disarm attempts. Total +6 to disarm and
you can do it with your primary or off hand. Youll be a disarming fool!

CLUB
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple One-Handed Melee Weapon
Cost: 0 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 10 ft
Weight: 3 lb
Type: B
A wooden club is so easy to find and fashion that it has no cost.
Editor: Whump! Whump! Whump! Dont forget you can throw it. Carry around a few.

CLUB, HURL
- CHAMPIONS OF VALOR (3.5)
Martial Two-Handed Melee Weapon
Cost: 10 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Range: 5 ft
Weight: 8 lb
Type: B
Hurlclubs are greatclubs modified and specially weighted for throwing. They are identical to greatclubs in
every way (including proficiency and all feats or other abilities related to using a greatclub) except that they
cost 10 gp and have a range increment of 5 feet. Throwing a hurlclub requires two hands. Despite tavern
tales to the contrary, a hurlclub doesnt return to its thrower; however, some Knights attach long chains to
their hurlclubs to prevent losing them (add 1 gp to cost). Once thrown, an attached hurlclub applies a 1
penalty to its users AC and on Strength- and Dexterity-based ability checks and skill checks until it is
pulled back in. Reeling in and picking up a thrown hurlclub is a full-round action that provokes attacks of
opportunity.
Editor: Okay, it gets points for style. Not the best range, but you can pull it back. Got to be something cool
you can do with that chain. Animate it and make it come back to you on its own. Something like that.

CLUB, TIGERSKULL
- FROSTBURN (3.5)
Exotic One-Handed Melee Weapon
[Droppable, Tripping]
Cost: 15 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x4
Weight: 9 lb
Type: B and P
Disarm: +2
The smilodons skull is remarkably sturdy; it would have to be, to absorb the impacts of its terrible bite.
Many primitive tribes have capitalized on this fact of nature and use smilodon skulls to fashion tigerskull
clubs. A tigerskull club consists of a smilodons skull (sans lower jaw) lashed to a short length of wood.
The twin sabers of the skulls upper jaw then function as a highly effective pick-like weapon. Disarm and
trip attacks made with a tigerskull club gain a +2 circumstance bonus. If you fail to trip your opponent, you
may choose to drop your tigerskull club to avoid the retaliatory trip attack.
Editor: the Tigerskull club is a pretty sweet weapon. It sounds like a silly weapon, but probably one of the
best 1 handed weapons ever, and totally worth the proficiency feat.

COLLAPSING CRESCENT FAN
- SANDSTORM (3.5)
Exotic Light Melee Weapon
Cost: 40 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: S
Only a few desert societies have the wherewithal to forge the exotic weapon known as the collapsing
crescent fan. Of those, the bhukas are most commonly associated with the weapon, and so another name for
this weapon is the bhuka blade. When not in use, a crescent blade folds into a compact shape not too
much larger than a wand. However, with a mere flick of the wrist, the many segments of a crescent blade
slide into view and lock into place. The vanes of the fan are thin, razor-sharp steel sheets. When you attack
a flat-footed foe with it, you gain a +4 bonus on the attack roll.
Editor: +4 to attack any flat-footed foe. Great when combined with Iaijutsu Focus. Whats to say, except
that its sneaky as heck. I see this being the weapon of a woman who fans herself with it, then slashes
the crap out of you when you least expect it.
Editor (General WSAs): Assassination/Deadly Precision/heartfinder all seems like an obvious choice for
the sneak attack. Since this seems like a sneaky weapon, harmony might be a bad choice. Blurstrike
will render your target flat-footed. I like chargebreaker (+1), but only for the imagery. Clouting (+3)
drives people back 10 feet. Duststorm also seems thematically appropriate. I like the idea of putting an
air elemental in it. Fly also seems to fit. Hideaway allows you to fold it up to nothing for 2,000 gp and
it returns to normal size as a swift action. Jumping comes with feather fall built in, which fits with a
fan weapon. Paralyzing is good if you are using this to assassinate someone. As a sneaky weapon,
silent moves would be a good fit. Smoking goes along with a fan theme. Strength Sapping (+2) could
be a good fit. Stunning surge as well. Vanishing allows you to teleport 60 feet, a good trick for an
assassin.
Editor (Brutal Surge): A +1 bonus. This one takes some explaining. Brutal Surge allows you to initiate a
bull rush against any target you hit with a successful melee attack, without actually moving along with
the target. So its sort of like you wave the fan at someone and send them flying backwards. Just a cool
visual effect. Using a two handed weapon with brutal surge is far more effective. Although you could
use balanced to wield a large CCF, thus making it a one-handed weapon that you could wield with two
hands. A lot of effort, however, to do what a longsword does as a martial weapon.
Editor (Vorpal/Tentacle): Normally I dont recommend vorpal. That said, there is some merit to having a
vorpal fan. One, its a light weapon which means you can use it in your off hand. You can just keep
swinging with it and hope to get lucky. Two, if you are an assassin and get lucky enough to behead
someone from the shadows, that +4 will help confirm the critical. Three, its kinda cool to kill someone
with a fan. Although, if you want to go for sheer style, a tentacle fan is just scary as crap. A fan with
tentacles wiggling out of it, ripping out peoples brains When does that EVER stop being fun?
Editor (Whirling): It seems like a natural fit, but actually its a poor choice. Your weapon has no reach, its
damage is only 1d6, and it requires you to be surrounded by your enemies. That said, if you want to go
with the whole whirling fan of doom thing, take shadowstrike as well. That extra 5 foot reach will
make or break whirling.

CROSSBOW BAYONET, BLADED
- MAGIC ITEM COMPENDIUM (3.5) [BLADED CROSSBOW]
Martial One-Handed Melee Weapon
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 4 lb
Type: S
Description: The front of this heavy crossbow is fitted with a pair of curved, sharp blades. The gap
between them is perfectly positioned to allow the unhindered passage of a crossbow bolt.
This can only be mounted on a heavy crossbow. The stock is reinforced so you can swing the crossbow as a
melee weapon. If you are trained in use of a battleaxe, you can use a bladed crossbow bayonet.
Editor: Crossbow Bayonet (sword) is cheaper and lighter and is a simple weapon. This is a martial
weapon, although if for some reason you want it to do slashing, you need this one.

CROSSBOW BAYONET, KNIFE
- COMPLETE SCOUNDREL (3.5)
Simple One-Handed Melee Weapon
[Set]
Cost: 2 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 1 lb
Type: P
Bayonets easily fit onto light or heavy crossbows, attaching to the stock below where the bolt fires. A knife
bayonet attached to a crossbow functions as a shortspear. A crossbow with an attached bayonet cannot be
thrown as a true spear can be, though it can be set against a charge. A hand crossbow is too small to accept
a bayonet.
Editor: While it might seem like the knife one goes on the light crossbow and the sword goes on the heavy,
it actually doesnt technically say that. No reason you cant mount a sword bayonet on a light
crossbow, except that as a DM Id say that was stupid and RAI would indicate that you should keep
knife bayonets on light crossbows.

CROSSBOW BAYONET, SWORD
- COMPLETE SCOUNDREL (3.5)
Simple Two-Handed Melee Weapon
[Set]
Cost: 4 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 2 lb
Type: P
Bayonets easily fit onto light or heavy crossbows, attaching to the stock below where the bolt fires. A
sword bayonet attached to a crossbow is treated as a spear. A crossbow with an attached bayonet cannot be
thrown as a true spear can be, though it can be set against a charge. A hand crossbow is too small to accept
a bayonet.
Editor: If you have a crossbow, you might as well stick this on it. You have to use a heavy crossbow with
two hands anyways. And its a simple weapon, so any wizard can use it at low levels. Well worth the
cost at 4 gp.

CROSSBOW, AQUATIC
- STORMWRACK (3.5)
Exotic Ranged Weapon
Cost: 250 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 40 ft
Weight: 4 lb
Type: P
Ammo: Bolt
This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as
not to snap under the increased tension. The aquatic crossbow is not subject to the normal 2 penalty on
ranged attack rolls for every five feet of distance, and uses its normal range increment of 40 feet both in and
out of the water. Aquatic crossbows are favored by aventi, merfolk, and tritons.
Editor: How many times have you been underwater and adventuring? There you go.

CROSSBOW, COVERED
- SONG AND SILENCE (3.0)
Accessory
Cost: +125 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 30 ft
Weight: 4 lb
Type: P
Ammo: Bolt
Rogues often find themselves hanging from ropes, clinging to walls, and in other positions that make
normal missile fire impossible. However, a covered crossbow, in which a thin sheet of wood holds the bolt
in its firing groove, can be fired from any position without the bolt slipping out. This device is very similar
to the cut-down repeating crossbow in appearance, except that it lacks a clip. The covered hand crossbow
loads from the rear and holds only one bolt at a time.
Editor: How often do you find yourself hanging upside down? There you go.

CROSSBOW, GRAPPLE-FIRING
- SONG AND SILENCE (3.0)
Simple Ranged Weapon
Cost: 70 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Range: 120 ft
Weight: 12 lb
Type: P
Ammo: Grapple Bolt
This device helps adventures scale unclimbable walls, bridge chasms, escape down sheer cliffs, and the
like. A grapple-firing crossbow is a heavy crossbow modified to fire a special, grapple-headed metal bolt
attached to 100 feet of thin, light rope. A successful shot at an appropriate target indicates that the grapple
has hooked onto something, anchoring the rope firmly enough for a character to ascend it with a successful
Climb check (DC 15). Failure brings one of three results: that the grapple simply failed to snag anything,
that it has lodged but is not secure enough to support a characters weight, or that theres simply nothing up
there for it to catch. In the first case, the user can simply recoil the rope and try again. In the second case, a
successful Use Rope check (DC 15) made before anyone tries to climb reveals the instability. The user
cannot free that grapple but may try to fire another. (Should anyone try to limb the unstable rope, the
grapple gives way after the climber has progressed 1d10 feet. Determine damage normally for the resulting
fall). In the third case, retries automatically fail. A character can easily anchor a grapple-bolt by hand in a
niche or use pitons to secure it on smooth stone. This provides the same aid for descent without the need to
fire the weapon.
Editor: Now, this sucks as a weapon, but its got some potential if you are a wizard with the Spell
Animate Rope. Animate the rope, shoot thr grappling hoot into someone as a ranged touch attack, have
the animated rope tie them up. Now THATS thinking outside the box!

CROSSBOW, GREAT
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF STONE (3.5)
- SWORD AND FIST (3.0)
Exotic Ranged Weapon
Cost: 150 gp
Damage (s): 2d6
Damage (m): 2d8
Critical: 18-20/x2
Range: 120 ft
Weight: 14 lb
Type: P
Ammo: Bolt
You draw a great crossbow back by turning a small winch. Loading a great crossbow is a full-round action
that provokes attacks of opportunity. Normally, operating a great crossbow requires two hands. However,
you can shoot, but not load, a great crossbow with one hand at a 4 penalty on attack rolls. You can shoot a
great crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons.
These penalties are cumulative with the penalty for firing the crossbow one-handed.
Editor: Nice. Good damage, good crit range, the problem is the load speed. In theory you could use self-
loading WSA, but its up to the DM if this is a siege weapon. Technically, it is not. Quick loading is an
excellent second choice.

CROSSBOW, HAND
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Ranged Weapon
Cost: 100 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 30 ft
Weight: 2 lb
Type: P
Ammo: Bolt
This exotic weapon is common among rogues and others who favor stealth over power. 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
Editor: So you get one of these and a light crossbow with Quick Loading. Then you get your best video
game/hail of bullets maneuver going. Otherwise, waste of a feat.

CROSSBOW, HAND DOUBLE
- RACES OF THE DRAGON (3.5)
Exotic Ranged Weapon
Cost: 200 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 30 ft
Weight: 3 lb
Type: P
Ammo: Bolt
A hand double crossbow functions like a regular crossbow of the same type, but is constructed with a
second crossbow above the fore grip. Individually loading each hand crossbow takes a move action that
provokes an attack of opportunity. It takes a full-round action to load both hand crossbows. A character can
fire one of the two crossbows as an exotic weapon (hand crossbow) with a standard action, or both
crossbows as an exotic weapon (hand crossbow) with a full round action (using multiple attacks gained
from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both
crossbows as a full-round action using their highest base attack bonus, but each attack takes a 2 penalty.
You can shoot a hand double 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.
Editor: Okay, you can launch 4 arrows by having two of these, one in each hand and using a full round
action. Thats kinda cool at low levels. Even better with poison.

CROSSBOW, HEAVY
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Ranged Weapon
Cost: 50 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Range: 120 ft
Weight: 8 lb
Type: P
Ammo: Bolt
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.
Editor: A good starting weapon for a wizard. You are unlikely to invest in feats that let you fire into melee,
unless you are a ray specialist, so chances are you wont be firing more then once. So after that, fall
back to the Crossbow Bayonet (sword) you have installed under it.

CROSSBOW, HEAVY DOUBLE
- RACES OF THE DRAGON (3.5)
Exotic Ranged Weapon
Cost: 100 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Range: 120 ft
Weight: 12 lb
Type: P
Ammo: Bolt
A heavy double crossbow functions like a regular crossbow of the same type, but is constructed with a
second crossbow above the fore grip. Individually loading each heavy crossbow takes a full-round action
that provokes an attack of opportunity. It takes two full-round actions to load both heavy crossbows. A
character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows
as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus).
A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action
using their highest base attack bonus, but each attack takes a 2 penalty. A heavy double crossbow can be
fired with one hand, but with a 6 penalty. You can shoot a heavy double 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.
Editor: Okay, you can launch four heavy bolt with almost no chance of any of them hitting, but you sure
look impressive.

CROSSBOW, HEAVY REPEATING
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Ranged Weapon
Cost: 400 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Range: 120 ft
Weight: 12 lb
Type: P
Ammo: Bolt
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.
Editor: Yeah, its cool. Loading as a free action takes the edge off this puppy. Great for fighters with lots
of actions to burn.

CROSSBOW, LIGHT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Ranged Weapon
Cost: 35 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 80 ft
Weight: 4 lb
Type: P
Ammo: Bolt
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.
Editor: A good starting weapon for a wizard. Lets you save on spells and gives you a chance to join in
without issues. What makes this superior over the heavy crossbow is the rate of fire. Now, if you are a
ray specialist, you are going to take the feats that let you fire into melee anyways, so you might as well
have some non-magical backup at your disposal.

CROSSBOW, LIGHT DOUBLE
- RACES OF THE DRAGON (3.5)
Exotic Ranged Weapon
Cost: 70 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 80 ft
Weight: 15 lb
Type: P
Ammo: Bolt
A light double crossbow functions like a regular crossbow of the same type, but is constructed with a
second crossbow above the fore grip. Individually loading each light crossbow takes a move action that
provokes an attack of opportunity. It takes a full-round action to load both light crossbows. A character can
fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple
weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character
with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their
highest base attack bonus, but each attack takes a 2 penalty. A light double crossbow can be fired with one
hand, but with a 4 penalty. You can shoot a light double 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.
Editor: Go big or go home. If you have the feats to blow, buy this and double hand crossbow and dual
wield. Otherwise, just get the heavy version.

CROSSBOW, LIGHT REPEATING
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Ranged Weapon
Cost: 250 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 80 ft
Weight: 6 lb
Type: P
Ammo: Bolt
See Heavy Repeating Crossbow.
Editor: You know what would be cool? A light double repeating crossbow. A logistical nightmare, I know,
but damn cool looking if you can full round fire two bolts a round for five rounds without needing to
reload. Otherwise, unimpressive.

CROSSBOW, WINCH
- MASTERS OF THE WILD (3.0)
Exotic Ranged Weapon
[Nonlethal]
Cost: 75 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 50 ft
Weight: 10 lb
Type: P
Ammo: Winch bolt
The winch crossbow fires a rope and pulley attached to a special crossbow bolt. The bolt is split down the
head and center of the shaft, with the split head bending away from the shaft like a two-headed snake. A
thin rope secured to each tip slows the bolt in flight (hence the reduced range increment). On a successful
hit, the bolt snaps apart like a wishbone, taking the attached ropes past the target to wrap around and
entangle it. If the target is a movable object of your size category or smaller, you can use the ropes to pull it
toward you. An entangled creature suffers a 2 penalty on attack rolls and a 4 penalty to Dexterity. It can
move only at half speed and cannot charge or run. If you control the trailing rope by succeeding at an
opposed Strength check while holding it, the entangled creature can move only within the limits that the
rope allows. Casting a spell while entangled requires a successful Concentration check (DC 15). The
entangled creature can escape the ropes with an Escape Artist check (DC 20), which is a full-round action.
The rope has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action). A winch
crossbows entangling effect is useful only against creatures between Tiny and Large size, inclusive. The
subdual damage can affect any creature. A winch crossbow requires two hands for effective use, regardless
of the users size. Loading a winch crossbow is a full-round action that provokes attacks of opportunity. A
Medium-size or larger creature can shoot, but not load, a winch crossbow with one hand at a 4 penalty. A
Medium-size or larger creature can shoot a winch crossbow with each hand at a 6 penalty, plus the usual
4 penalty for the off-hand attack (6 primary hand/10 off hand). The Two-Weapon Fighting feat does not
reduce these penalties because it represents skill with melee weapons, not ranged ones. The Ambidexterity
feat lets you avoid the 4 off-hand penalty, bringing the penalties to 6 for both the primary hand and the
offhand.
Editor: Nonlethal ranged grapple. Meh.

CROSSBOW SIGHT, GNOME
- ARMS AND EQUIPMENT GUIDE (3.0)
Accessory
Cost: +150 gp
Weight: 1 lb
This device comes in two parts: an eyepiece that attaches to the stock of a crossbow and a sight that is
affixed to the end of the weapon. When calibrated properly, the sights allow the user to focus more
carefully on a target. The user treats targets as if they were two range increments closer. It has no effect on
targets within the first two range increments.
Editor: There is no reason for not buying one of these for every crossbow. 150 gp to negate -2, and -4 to
hit? You might not need to hit targets that far out that often, but when you do, youll consider it a
trivial amount.

CUTLASS
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- STORMWRACK (3.5)
Martial Light Melee Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade
about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an
opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being
disarmed.
Editor: Yar!

CUTTING WHEEL
- SECRETS OF SARLONA (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Type: P and S
Handheld weapons that surround the fist with a blade, cutting wheels come in many varieties. A solid circle
of metal that has one small area wrapped in leather as a handle is the basic style. The rest of the wheel is
bladed and features protrusions for piercing and tearing at evenly spaced intervals. To protect the hand and
aid in gripping, a bladed guard is forged just above the grip on the inside of the wheel. The kalashtar have
taken the basic "wheel" form and created triangular weapons that their soulknives often mimic (though
their blades have normal soulknife statistics). Because of its size and protected grip, a cutting wheel grants
a +2 bonus on opposed attack rolls to avoid being disarmed. A monk who is proficient with the cutting
wheel can treat it as a special monk weapon.
Editor: Meh. Not really impressed.

DAGGER
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Light Melee Weapon
Cost: 2 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Type: P or S
The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand checks made to
conceal a dagger on your body.
Editor: The baseline for a simple light weapon is 1d4. It has the perk of being a throwing weapon that can
be used in melee, but Im not that impressed. Stick one in your boot and forget about it.
Editor (Throwing Knife): Alas, the death of the throwing knife. It simply never made the cut to 3.0. They
consolidated it into the dagger and the throwing knife stopped existing. So if you are looking for
throwing knives you are stuck with desert throwing knives, an exotic weapon.

DAGGER, BARBED
- COMPLETE ADVENTURER (3.5)
Exotic Light Melee Weapon
Cost: 35 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1 lb
Type: P
Barbed daggers, as their name implies, look like normal daggers with long barbs covering the blade. The
design makes the weapon more difficult to wield properly than a normal dagger, but it allows those skilled
in the weapons use to deal more damage with a well-placed attack. If you have 5 or more ranks in Sleight
of Hand and use a barbed dagger, you gain a +2 bonus on damage rolls on any successful sneak attack
made with the weapon as it twists in the wound. This bonus also applies (and is therefore doubled) on
successful critical hits with the weapon. Characters proficient with the barbed dagger can treat it as a
dagger for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon
Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.
Editor: Cool weapon for back stabs, bad weapon for needing a feat. Meh.

DAGGER, RIBBON
- FIEND FOLIO (3.5)
Exotic Light Melee Weapon
Cost: 50 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x4
Weight: 1 lb
Type: P
Disarm: +2
A ribbon dagger is a Small exotic weapon crafted from alchemically treated kaorti resin. It consists of a
resin handle to which is affixed a 1-foot-long flexible strip of resin. This ribbon of resin is razor-sharp and
deals 1d4 points of damage on a hit with a critical multiplier of x4. The ribbon can wrap around objects
with ease; disarm attacks made with a ribbon dagger gain a +2 bonus.
Editor: Okay, so what would an adamantine ribbon dagger be? How about a non-kaorti resin? I dont like
this weapon because it was poorly thought out. The bonus to disarm is cool.

DAGGER, PUNCHING
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Light Melee Weapon
Cost: 2 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Weight: 1 lb
Type: P
This dagger puts more force from your punch behind it, making it capable of deadly strikes.
Editor: Better critical, but cannot be thrown. Meh.

DARKOIL
- UNDERDARK (3.5)
Application
Cost: 25 gp
Alchemy DC: 20
Weight: 1 lb
Darkoil is a rare mineral oil specially prepared with various alchemical reagents. It protects drowcraft
weapons and armor (see Magic Items, below) from the effects of sunlight. A vial of darkoil is sufficient to
protect a weapon for 3 days or a suit of armor for 1 day. Applying darkoil to any item requires 1 minute.
Darkoil can be created with a DC 20 Craft (alchemy) check.
Editor: While it has no use in combat, it does allow you to use certain weapons in fighting conditions you
normally couldnt and makes the WSA drowcraft much more useful.

DART, ACID
- RACES OF FAERUN (3.0)
Simple Thrown Ammunition (Dart)
Ammunition (Dart)
Cost: 20 gp
Damage (s): 1d3 + Special
Damage (m): 1d4 + Special
Critical: x2
Range: 20 ft
Weight: 1 lb
Type: P
When these hollow darts hit a target, they break, splashing the victim with acid. This does an additional 1d6
points of acid damage in addition to the normal 1d4 piercing damage from the dart itself. Once used, the
dart is useless.
Editor: Extra Damage is good. Remember that you have to choose if you are getting it to be thrown or if
you are getting it to load in a blowgun or other launcher. Now can I load other alchemical brews into
the dart, I wonder?

DART, BARBED
- RACES OF FAERUN (3.0)
Simple Thrown Weapon
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 18-20/x2
Range: 20 ft
Weight: 5 lb
Type: P
This crude and heavy throwing dart is both fletched and barbed. It measures from two to three feet long.
Lizardfolk usually hurl these at a target before charging into melee.
Editor: Bringing the A-game when it comes to critical range. This weighs way too much to load in a blow
gun. How you make a 5 pound dart that outweighs a spear is beyond me.

DART, STUN
- RACES OF FAERUN (3.0)
Simple Thrown Ammunition (Dart)
Ammunition (Dart)
Cost: 40 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 1 lb
Type: P
When one of these hollow darts hits a target, it releases a small puff of poison gas. The victim must make a
Fortitude save (DC 12) or be stunned for one round. After one round, the target must make another
Fortitude save (DC 12) or be stunned for an additional 1d4 rounds.
Editor: What a lousy save, but still, it is what it is. Id buy a few.

DART, THROWN
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
- UNDERDARK (3.5)
- COMPLETE WARRIOR (3.5)
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Weapon
Ammunition (Dart)
Cost: .5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 1/2 lb
Type: P
A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.
Editor: Standard issue dart. Throw it, load it in a blow gun. Just remember that blow darts are different
from thrown darts. Buy them one way or the other.

DART THRUSTER
- UNDERDARK (3.5)
Martial Ranged Weapon
Cost: 40 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 40
Weight: 1 lb
Type: P
Ammo: Dart
This spring-loaded weapon fires darts with great accuracy and force. Deep gnomes favor the dart thruster
because it is a missile weapon, not a thrown weapon, so the wielders Strength score does not affect the
damage roll. A dart thruster holds up to three darts at a time, and you can fire multiple darts from it in a full
attack action. Reloading the dart thruster is a move action that provokes attacks of opportunity.
Editor: If you enjoy poison, youre going to love this. Built for weak characters, you can plug someone
with up to three darts for three doses of poison. Thats going to hurt.

DEFOLIATOR
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 15 gp
Alchemy DC: 20
Damage (direct): 2d4
Damage (splash): 1
Critical: x2
Range: 10 ft
Weight: 1 lb
This vile liquid has a muddy brown hue and smells of rotten plant life. You can throw a flask of defoliator
as a splash weapon. On a direct hit, it deals 2d4 points of damage to plant creatures and kills normal plants
of Medium-size or smaller. The splash damage from defoliator deals 1 point of damage to plant creatures
and kills normal plants that are smaller than Medium-size. The damage is not limited to living plants:
wooden objects such as doors and wooden weapons also take damage from defoliator, though their
hardness applies.
Editor: Anti-plant weapons are neat, but how often do you have to worry about being attacked by shrubs?
However, this is dual purpose, since it will help you destroy all sorts of plant matter. Rope is plant
matter. Doors are plant matter. So this can help with a wide selection of alternate problems. The thing
is, its only 2d4 points of damage, so buy a half dozen, if you buy it at all.

DELVER SLIME
- SAVAGE SPECIES (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 150 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Delvers produce a mucus-like slime that contains a highly corrosive substance. The slime is particularly
effective against stone. Glass vials of this substance occasionally appear in marketplaces, sold by
enterprising dwarves who bribed delvers with gems. Vials of the slime can be thrown as splash weapons. A
successful hit deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or
objects, the delvers slime deals 4d8 points of acid damage, and against stony creatures (including earth
elementals) or objects it deals 8d10 points of acid damage. All creatures within 5 feet of where the vial
lands take 1d6 points of acid damage from the splash, but objects within 5 feet are not affected.
Editor: They should call it, I hate stone golems. Its a very limited type of acid, but when you find
something that it works on, it does the job. Your average stone golem has 107 hps. That means at an
average of 44 acid damage a flask, you need three to put a stone golem down. At AC 8 to hit, your
average party of 4 first level PCs could take down a challenge rating 11 golem in like, one round. Did
you know that Blue dragons are of the earth subtype? Your average blue adult dragon has only 241
HP. Touch AC 9. Thats 6 flasks. Challenge rating 14. Caught on yet?

DITHERBOMB
- RACES OF THE DRAGON (3.5)
Simple Thrown Ammunition (Calculus)
Cost: (Weak) 100 gp, (Strong) 300 gp, (Wyrm) 1,000 gp
Alchemy DC: 25
Range: 10 ft
Weight: (Weak) 1/2 lb, (Strong) 1/2 lb (Wyrm) 1 lb
These are spherical explosive devices created by kobold alchemists to reduce large boulders to rubble
during mining operations. They have also been adapted for military purposes. Activating a ditherbomb is
move action that involves violently shaking the device, which explodes 1d3 rounds later. (Violently
shaking the bearer of a ditherbomb often sets the bomb off as well). Throwing a ditherbomb is a standard
action. Ditherbombs come in three varieties, each of which deals a different amount of damage and has a
different blast radius. Weak ditherbombs deal 1d6 points of acid damage to creatures and objects in a 5-
foot-radius burst (Reflex DC 10 half). Strong ditherbombs deal 1d4 x 1d6 points of acid damage (Reflex
DC 12 half) in a 10-foot-radius burst. The most potent ditherbombs, called wyrm ditherbombs, deal 1d6 x
1d8 points of acid damage in a 15-foot-radius burst (Reflex DC 15 half). The damage dealt by a ditherbomb
ignores the hardness of stone. The more powerful ditherbombs are inherently unpredictable, as reflected in
their variable damage values. To determine the damage dealt by a strong ditherbomb or a wyrm
ditherbomb, roll two different dice and multiply the results. For example, a strong ditherbomb deals 1d4 x
1d6 points of damage, which means that you roll 1d4 and 1d6 and multiply the result together to determine
the damage it deals when it explodes. The strong ditherbomb is thus just as likely to deal 1 point of damage
as it is to deal 24 points of damage (but is most likely to deal somewhere around 9 points of damage). A
wyrm ditherbombs average damage is about 16 points
Editor: That is a lot of money for a weapon that might do 1 point of damage. However, it is quite a bit of
acid damage and it ignores the hardness of stone. I can see stacking some interesting WSAs onto it and
taking it to the next level. Some people just want to watch the world melt. Also, its the right size to
put into a gnome calculus. Can you say, The south wall has been breached?

DRAGONSPLIT
- MONSTER MANUAL 4 (3.5)
Exotic One-Handed Melee Weapon
[Finesse]
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2 (P) or x4 (s)
Weight: 2 lb
Type: P or S
A greenspawn sneak wields a pair of dragonsplits, one-handed exotic melee weapons with which all sneaks
are proficient. A dragonsplit can be used as a piercing weapon like a short sword. Alternative grips use its
long edge for slashing attacks or its short edge for chopping and hacking. It counts as a light weapon for the
purpose of Two-Weapon Fighting and Weapon Finesse. Dragonsplits are not double weapons. Instead, a
wielder chooses to use either the piercing edge for a greater critical threat range or the slashing edge for a
devastating (but rarer) quadruple-damage critical.
Editor: This is the other x4 threat one-handed weapon. Unlike the tigerskull club, this does slashing
damage, which qualifies it for things that the club cant, and it counts as a light weapon for Two-
weapon Fighting and Weapon Finesse. However, it has no tripping or disarming qualities.

DUOM
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Two-Handed Melee Weapon
[Reach]
Cost: 20 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 8 lb
Type: P
The duom is a longspear with a standard spearhead, as well as two blades curved so that they point
backward along the shaft. The weapon has reach, allowing you to strike opponents 10 feet away with it.
Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced
reverse thrust. Apply a 2 penalty on the attack roll if you use the duom to attack a second, adjacent
opponent in the same round you attacked the first opponent.
Editor: So you like reach but want to get people in your 5 foot area as well. Read this one carefully, it
doesnt give you an extra attack, it just allows people with extra attacks to make the second one on a
closer target. It certainly gets points for style, but is otherwise a bland weapon.

DWARFBLIND STONE
- ARMS AND EQUIPMENT GUIDE (3.0)
- DROW OF THE UNDERDARK (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 50 gp
Alchemy DC: 25
Range: 20 ft
Weight: 1 lb
These small stones are treated with a substance that gives them a faint purple sheen. When you throw a
dwarfblind stone as a ranged touch attack with a range increment of 20 feet, it releases a burst of violet
light upon striking a hard surface. This burst illuminates a 10-foot radius for an instant and interferes with
darkvision. Creatures within the area of the burst must make a DC 15 Reflex save or lose their darkvision
ability for 10 minutes. A dwarfblind stone has no effect on normal or low-light vision. Since it doesnt need
to hit you can simply aim a dwarfblind stone at a particular 5-foot square. Treat the target as AC 5.
Editor: While you can load it into a sling, this item does no damage in and of itself. The sling does not add
base damage to the weapon, but WSAs can apply, depending on how they are worded. That said, its
got good range and an okay AoE. Might be worth buying one to put in your handy haversack.

EAGLES CLAW
- SANDSTORM (3.5)
Exotic Light Melee Weapon
Cost: 20 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 2 lb
Type: S or P
The asheratis invented the first eagles claw. This light, exotic melee weapon has a quarter-circle blade that
is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much
like an eagles claw enlarged and forged in steel. The handle of an eagles claw is slightly curved with a
hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to
instantly swing the blade between differing grips. You get a +1 bonus on Sleight of Hand checks made to
conceal an eagles claw on your body
Editor: Nice critical spread for a light weapon. Might be good on your off hand if you are a TWF, have
keen on this, and enjoy critical WSAs.

EGGSHELL GRENADE, DUST
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
[Splash]
Cost: 10 gp
Alchemy DC: 20
Damage (direct): Blinded 1d4 rounds
Damage (splash): Blinded 1 round
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully
packed with various alchemical substances. A dust grenade that hits its target directly blinds the target for
1d4 rounds. A creature within the splash radius of the dust cloud (5 feet) must make a Fortitude save (DC
10) or be blinded for 1 round. Naturally, eggshell grenades are very fragile and must be stowed carefully to
avoid breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must
make a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount
of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: Poof! Blind attacks are nasty, the problem is having the item last long enough to use it. Fixed with
extra-dimensional storage. The save sucks, but read it carefully. The main target doesnt get a save,
only the splash targets. No save touch attack blindness for 1d4 rounds. Awesome. Just Awesome.
Editor (Energy Damage): The two types of energy damage to put on something like this is fire and frost.
They simply have the best spread of stackable WSAs. If you are going with only official WSAs, stick
with fire. If your DM allows extrapolated WSAs from specific weapons, I recommend frost. I speak
off The Frost Shard. Combining Frost shard, frost, and energy aura, you can put +6d6 damage into
your grenade for 1,376 gp for one. Not bad for a touch attack. It gets cheaper if you mix and match, but
blindness and a frozen face are rather impressive for a sneak attack.
Editor (WSAs): Assassination is the obvious choice. You can coat this sucker with contact poison (it does
not cause injury, so injury poison is out) and whip it in someones face. Make sure to add virulent, so
that the secondary effects kick in after 5 rounds. is a good choice for putting damage on this. True, its
only +1d4, but it works with the touch attack. Then you can stack on other WSAs that require you to
inflict damage. Strength Sapping comes to mind for the half speed and Dex/Str debuff. Clouting is also
a weird choice, but when you blind the target, you would also drive him back 10 feet, possibly knock
him down, and you also might stun him. A +3 bonus like that is usually expensive, but useful in
ammunition. Dismisser banishes a foe on a touch attack and that +3 cost is much easier to swallow in
ammo. If you fail to dismiss, they are still blind. Hideaway is a weird choice but it would fold and egg
up to something you could put on a ring. Impedance is one of those WSAs I never use, but could work
well with this to screw up a magic user. Forcing spellcraft checks is usually a trivial annoyance, but in
ammunition, its not that expensive. Revealing will surround the target in faerie fire for a round.
Combine this with seeking and as long as you know what square the target is in, an invisible enemy
will be hit. Swarmstrike will allow you to blind an entire swarm in one shot. Torturous stuns for one
round, but upgrade to the improved version for the better save DC.
Editor (Exit Wound): What happens when you buy this on something that clearly was never intended to go
through people? The answer is, everyone in a line gets blinded and it does 1d6 points of damage to
each target. Scary.
Editor (Explosive): Not a big fan of explosive, but for ammunition, this works. However, where the real
synergy occurs is when you add in flying. Basically, you make a flying, suicidal, blinding exploding
egg. It solves the problem of wondering if itll break open when you fall down a flight of stairs, and
since they are a touch attack, it dont matter that they attack as animate objects. They follow orders
about as well as an animated skeleton, so you could have four or five of these orbiting your head and
people will just think they are weird ioun stones. Then they fly off, slam into someone, then explode
for 2d4 damage, blind the target, and if they miss, theres still a chance for blinding everyone in the
explosion if they fail the fortitude save.

EGGSHELL GRENADE, FLASHPOWDER
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
[Splash]
Cost: 60 gp
Alchemy DC: 25
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully
packed with various alchemical substances. A flashpowder grenade is effective only when thrown into a
fire source, where it explodes in a brilliant flash of light. Any creature within 10 feet must make a
successful Fortitude save (DC 10) or be blinded for 1d4 rounds. There is no effect if the grenade misses the
fire (though the grenade is ruined). Naturally, eggshell grenades are very fragile and must be stowed
carefully to avoid breakage. If a character carrying these items suffers damage from falling, each eggshell
grenade must make a Fortitude save (as if the character were making the saving throw) against a DC of 10
+ the amount of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: I rather think it would be easier to fireball the eggshell then to throw the eggshell into a fire.

EGGSHELL GRENADE, PEPPER
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
Cost: 10 gp
Alchemy DC: 20
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully
packed with various alchemical substances. A pepper grenade that hits its target directly incapacitates the
target for 1 round unless he makes a successful Fortitude save (DC 10). The target is treated as stunned: He
loses his Dexterity bonus to AC and can take no actions, while enemies gain a +2 bonus to hit him. There is
no splash effect. Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid
breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must make
a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount of
damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: See dust eggshell grenade above for ideas. Unfortunately this grants a saving throw.

EGGSHELL GRENADE, POISON SMOKE
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
Cost: 150 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully
packed with various alchemical substances. A poison smoke grenade is effective only when thrown into a
fire source, where it bursts into a cloud of vile, stinking smoke. The cloud spreads to a radius of 10 feet
from the fire source, and has the effect of a stinking cloud spell: Creatures within the cloud must make a
successful Fortitude save each round (DC 13) or become nauseated. The only action a nauseated character
can take is a single move (or move-equivalent) action per turn. The effect lasts for 1d4+1 rounds after the
character leaves the cloud. There is no effect if the grenade misses the fire (though the grenade is ruined).
Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid breakage. If a character
carrying these items suffers damage from falling, each eggshell grenade must make a Fortitude save (as if
the character were making the saving throw) against a DC of 10 + the amount of damage suffered. Eggshell
grenades are too light to be used in a sling or other launcher.
Editor: Again, it would be easier to fireball the egg then to throw it into fire. Still, it could serve as a
distraction. And it does last a few rounds.

ELBOW BLADE
- COMPLETE SCOUNDREL (3.5)
Simple Light Melee Weapon
[Hidden]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Weight: 1 lb
Type: P
Hidden within bracers or the forearm piece of a suit of armor, elbow blades jut out backward and lie flat
against the back of the bearers upper arm. Activating an elbow blade usually requires a flick or twist of the
wrist. Treat an elbow blade as a punching dagger.
Editor: This is one of those weapons you get to put WSAs on, but dont ever want to actually attack
anyone with. For that purpose, its a good choice. Plus its light, so you can use it when you are
grappled or swallowed. Buy two, theyre small.

ELEMENTAL LOADSTONE
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 200 gp
Damage: 2d6
Range: 5 ft
Type: B
Weight: 50 lb
Although it appears to be an ordinary stone about the size of a sling stone, an elemental loadstone is, in
fact, extremely dense, weighing around 50 pounds. A loadstone can be thrown (with a range increment of 5
feet) or fired from a sling (with a range increment of 10 feet) and deals 2d6 points of bludgeoning damage
on a successful hit. In addition, some particularly muscular rogues have developed an interesting tactic:
slipping elemental loadstones into the pockets of physically weaker opponents by means of Sleight of Hand
checks. With enough of these on his person, the average wizard or sorcerer can quickly be rendered
immobile.
Editor: Unless you have a bag of holding or something that allows you to carry something so insanely
heavy. I recommend against even buying one. That said, it is kinda cool. My question is, if I buy it at a
larger size, does the damage go up?

ETHERBLADE
- FIEND FOLIO (3.5)
Martial Two-Handed Melee Weapon
Cost: 800 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 10 lb
Type: S
Resembling a short glaive topped with a hollow barrel, this favored weapon of the ethergaunts can fire a
ray of force as a ranged touch attack for 1d6 points of damage. The etherblade ray has a range increment of
40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged. An etherblade can be
used as a two-handed weapon in melee combat to deal 1d10 points of slashing damage. A fully charged
etherblade has a market price of 800 gp.
Editor: The only source of force damage that works in an antimagic field that I know about. I wish there
was some way to enchant the ray of force. The problem is, it isnt technically a ranged weapon and the
ray of force is not ammunition, so you cant stack WSAs on the force ray. However, it is a martial
weapon, which means you dont need an exotic weapon feat to use it. So it goes onto my list of cool
weapons, but Im not sure how this could become combat effective past 5th level. It might be possible
to convince a DM that any WSA that works on a touch attack would work with the ray of force, but
thats extremely iffy. I think by RAW you can, but its really a gray area.

EXPLOSIVE PACK
- SECRETS OF SARLONA (3.5)
Simple Thrown Ammunition (Pack)
Cost: 200 gp (2 lbs)
Alchemy DC: 26 to 35
Range: 5 ft
Weight: 2 lb/1d6
Akiak dwarves make these explosive devices as precision damage-dealing instruments, mostly for
destroying objects and buildings. Filled with a substance that is essentially supercharged alchemist's fire,
these packs are sealed with inert clay and carried in a specialized leather satchel. When a pack is activated
by pulling a series of metal pins, the resultant holes allow air into the mixture, setting up a chain reaction.
Activation is a full-round action that provokes attacks of opportunity. Each explosive pack is manufactured
with a specific detonation time, determined by the length the pins stick into the clayusually about 1
minute but as little as 1 round. Violent shaking of an explosive pack has a 25% chance to start the device's
explosive reaction. If the pack takes any damage, it automatically begins its detonation countdown.
Explosive packs come in varying sizes. An explosive pack weighing 2 pounds deals 1d6 points of
bludgeoning and slashing damage in a 5-foot-radius burst. Each additional 2 pounds adds 1d6 points of
damage. For every additional 3d6 points of damage a pack deals, its burst radius goes up by 5 feet, to a
maximum of 10d6 and 20 feet. All explosive packs deal double damage to inanimate, unattended,
stationary objects if specifically set to damage them with a successful DC 20 Profession (siege engineer)
check. A successful DC 30 Profession (siege engineer) check to set an explosive pack allows it to deal
triple damage to such objects. Creating an explosive pack that deals 1d6 points of damage requires a
successful DC 26 Craft (alchemy) check that must be performed by a spellcaster. Each additional ld6 points
of damage the pack can deal adds 1 to the DC, up to DC 35 for a pack that deals 10d6 points of damage.
Editor: Load it in a siege engine. Blow up a wall. Enough said. If you fail to hit the target square (AC 5), it
only has a 25% chance of going off.

FALCHION
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
Cost: 75 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: 18-20/x2
Weight: 8 lb
Type: S
This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.
Editor: HASAN CHOP! I loved that Bugs Bunny/Daffy Duck episode. Lousy damage, excellent crit range,
and its slashing which is good for certain builds.

FALCHION, GREAT
- SANDSTORM (3.5)
Exotic Two-Handed Melee Weapon
Cost: 100 gp
Damage: 1d8/1d12
Critical: 18-20/x2
Weight: 12 lb
Type: S
This heavy executioners sword has the same basic profile as a falchion, albeit with a much greater blade
surface. Because it is an executioners weapon, it is often crafted as a masterwork weapon, marked with a
royal seal, and created with one or more gems in the hilt.
Editor: It requires a feat to use, but sure looks neat. Meh.

FARFLAME OIL
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Flask)
Cost: 2 gp
Alchemy DC: 15
Range: 10 ft
Weight: 1 lb
This thin, light blue oil burns with a blue flame and illuminates a wide area. When used in a lantern,
farflame oil sheds light in a 40-foot radius. In a bulls eye lantern, it illuminates a cone 80 feet long and 25
feet wide. A pint of farflame oil fuels a lantern for 3 hours. A pint of farflame oil covers a 5-foot square
area if poured on the ground. If lit, farflame oil burns for 1 round and deals 1d4 points of damage to each
creature in the area.
Editor: The oil does no extra damage on a direct hit, so you might as well aim for the square they are in.
Treat the target as AC 5. Normal oil does 1d3 and burns for two rounds.

FEATHER POWDER
- BOOK OF VILE DARKNESS (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 70 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Originally designed as a weapon against devas and lammasus, this dark red alchemical powder comes in a
small glass vial thrown as a splash weapon. Anyone struck or splashed by the powder must succeed at a
Fortitude saving throw (DC 15) or take a 1 circumstance penalty on attack and damage rolls, saving
throws, skill checks, and ability checks for 1 minute due to irritation and itching. Creatures with feathers
are particularly susceptible, taking a 2 circumstance penalty on the Fortitude save against feather powder
and suffering double the effect (2 penalty) if they fail the save.
Editor: Like all splash weapons, it has a radius of 5 feet. Since there is no reason to try for a direct hit, you
might as well aim for the square, which is typically AC 5. That said, it sucks and is way over priced for
what little it does.

FERROUS AQUA
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 20 gp
Alchemy DC: 20
Range: 5 ft
Weight: 1 lb
A pellet of ferrous aqua is a half-inch-diameter sphere of glass containing a rusty red liquid with small
black flakes floating in suspension. A ferrous aqua pellet can be thrown as a ranged touch attack with a
range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it
strikes a firm surface, the pellet bursts and sprays out the suspension within. Any creature with damage
reduction that is overcome by cold iron takes 1d6 points of damage and is sickened for 1 round if struck by
a ferrous aqua pellet (a successful DC 12 Fortitude save negates the sickened condition, but not the
damage). Other creatures take no damage from a ferrous aqua pellet.
Editor: Note, the bullet itself does no damage, just the effect. That could complicate its use in a sling.
Now, if I was hunting fae or demons, Id pick up a dozen or so of these.

FESTERING BOMB
- BOOK OF VILE DARKNESS (3.0)
Simple Thrown Ammunition (Calculus)
[Splash]
Cost: 50 gp
Alchemy DC: 22
Range: 10 ft
Weight: 1 lb
This small ceramic sphere is packed with alchemical explosives, rotting meat, and offal infected with filth
fever. When thrown as a splash weapon, it spreads disease in its wake. The explosion on impact is not
enough to cause physical harm, but it does spray the rotten contents and infection in a 20-foot burst. All
within the burst must make saving throws as if exposed to filth fever (Fort DC 12.) Unlike normal exposure
to filth fever, the victim need not be injured.
Editor: It has a nice area of effect, the problem is filth fever has a 1d3 day incubation period. True, its 1d3
Dex and Con, and you dont need an injury, but it still is hardly combat effective. Why would you
bother doing this unless you were a DM trying to be a dick?

FINGERBLADE
- SANDSTORM (3.5)
Exotic Light Melee Weapon
Cost: 45 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 2 lb
Type: P
In its most basic definition, a fingerblade is a double-edged short sword. However, this weapon is
customized to your hand. The hilt is something like a hand crossbow grip. It fits snugly in the palm of your
hand such that your attack motion with the weapon is akin to a punch. Held correctly, a fingerblade
becomes an extension of your forefinger, allowing maximized control. When an attack is properly
executed, the hilt pushes into the palm so that no slippage occurs and maximum force is transferred into the
thrust. If you are proficient with a fingerblade, you deal an extra 1d6 points of damage to a foe who is flat-
footed on the first round of combat. Creatures with immunity to extra damage from critical hits and sneak
attacks are not subject to this extra damage.
Editor: So if you are trying to stack up your 1d6 sneak attack damage, this is sort of cool. Spending a feat
to do an extra 1d6 damage is rather steep. This is one of those weapons that needs proficient WSA so
you can spend the feat on something else.

FLAIL
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
[Droppable, Tripping]
Cost: 8 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 5 lb
Type: B
Disarm: +2
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to
avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are
tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Editor: Under 3.0, this was called a light flail. Because the stats are identical, the 3.0 version was dropped.
Bonuses to disarm are cool, so if thats your thing, you might wish to look at this.

FLAIL, DIRE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Droppable, Tripping]
Cost: 60 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x2
Weight: 10 lb
Type: B
Disarm: +2
A dire flail is a double weapon. You can fight with it 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 creature wielding a dire flail in one hand cant use it as a double
weapononly one end of the weapon can be used in any given round. When using a dire flail, you get a +2
bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being
disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped
during your own trip attempt, you can drop the dire flail to avoid being tripped.
Editor: Not a big fan of double weapons, but if thats your thing, you could do worse. Only look at this if
you are into disarming.

FLAIL, HEAVY
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Droppable, Tripping]
Cost: 15 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 10 lb
Type: B
Disarm: +2
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to
avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are
tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Editor: Now if you are into disarming, this is your friend. Nice damage, better crit range, and bonus to
disarm. And the damage aint bad either.

FLASH GRENADE
- RACES OF FAERUN (3.0)
Simple Thrown Ammunition (Bullet)
[Splash]
Cost: 60 gp
Alchemy DC: 20
Weight: 1/10 lb
A creation of the deep gnomes (svirfneblin), this small sphere about the size of a chicken egg requires a
ranged touch attack to hit (range increment 10 ft.) and scatters as a splash weapon. It is effective only when
thrown into a fire source, where it explodes in a brilliant flash of light. Any creature within 10 feet must
make a successful Fortitude save (DC 10) or be blinded for 1d4 rounds. Creatures with light blindness
(such as drow) are affected as if a daylight spell had been cast. There is no effect if the grenade misses the
fire, although the grenade is ruined.
Editor: Of the four flash attacks on this list, it has one of the better effects, but requires a fire to throw it in.
This would work well if you slipped one into a bottle of alchemists fire. Check with your DM first to
see if hell allow it. Otherwise, throw oil, set it on fire, then toss the grenade. While a flash tube is
much better at the radius, the radius is wider then how far you can throw it. You are better off setting
this up, luring the enemy into the area, then fireballing them.

FLASH PAPER (MOERAGARU)
- ORIENTAL ADVENTURES (3.0)
Simple Light Melee Ammunition (Flash Paper)
Cost: 5 gp
Alchemy DC: 20
Weight: - lb
Flash paper is thin rice paper that has been treated with a chemical that ignites upon friction. When a
character rubs the paper, it ignites and burns with a bright flash equivalent to a flare cantrip. If the paper is
held close to the eyes of another creature, that creature is dazzled unless it makes a successful Fortitude
save (DC 10). A dazzled creature suffers a 1 penalty on attack rolls. The creature recovers in 1 minute.
Sightless creatures are not affected by flash paper.
Editor: This is one of those I include and let the DM decide. Im not sure if its a weapon or ammo, or
what. But it sure seems like it. Any rate, its worthless.

FLASH PELLET
- COMPLETE ADVENTURER (3.5)
- LORDS OF DARKNESS (3.0)
- TOME AND BLOOD (3.0)
Simple Thrown Ammunition (Pellet)
Cost: 50 gp
Alchemy DC: 25
Range: 5 ft
Weight: - lb
This tiny brittle object is often disguised as a button or other decoration. You can throw a flash pellet as a
ranged attack with a range increment of 5 feet. When thrown against a hard surface, it bursts with a bright
flash of light. All creatures within a 5-foot-radius burst must succeed on a DC 15 Fortitude save or be
blinded for 1 round and dazzled for 1 round after that.
Editor: This is too light to be used in a sling. That said, at low levels, this could ruin someones day and
give you a much needed round to flee.

FLASH TUBE
- SAVAGE SPECIES (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 30 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
Ingenious alchemists figured out how to duplicate the effect of a gibbering mouthers spittle. Vials of this
substance can be thrown as splash weapons. The fluid within ignites on contact with the air, creating a
blinding flash of light. All sighted creatures within 60 feet of where the vial lands must succeed on a
Fortitude save (DC 13) or be blinded for 1d3 rounds.
Editor: At first I was like, Whoa, that cant be right. But then I saw that it has a range of 10. That means on
a good day, you can throw it a maximum of 50 feet, and it has a blast radius of 60 feet. Do you see a
problem here? Note, intervening objects nor closing your eyes can protect you. Hell, the way it reads,
it works through walls. Thats messed up right there. In my option its an emanation and hiding behind
something should work. Closing your eyes just means you make your saving throw. This is something
to use in a gnome calculus. One other observation. If its got a blast radius of 60 feet, and you can only
move 30 feet a round, and it lasts 1d3 rounds, theres a good chance it will wear off before you can
close to melee. Just pointing that out.

FLINDBAR
- MONSTER MANUAL 3 (3.5)
Exotic One-Handed Melee Weapon
Cost: 30 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: 19-20/x2
Weight: 2 lb
Type: B
Disarm: +2
A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. Flinds treat a flindbar as a martial
weapon instead of an exotic weapon. The wielder of a flindbar gains a +2 bonus on opposed attack rolls
made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a
proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before
confirming the critical hit (this disarm attempt doesnt provoke attacks of opportunity).
Editor: These things are quite solid. They give you a free disarm attempt with a +2 bonus every time you
threaten a critical hit. They are also one-handed and have nice numbers for being so at 2d4 damage
with 19-20/x2 threat. And hey, if youre ever a flind gnoll for whatever reason, theyre free!

FLOUR POUCH
- DUNGEONSCAPE (3.5)
Simple Thrown Ammunition (Calculus)
[Splash]
Cost: .1 gp
Range: 10 ft
Weight: - lb
This deceptively simple burlap satchel of flour is tied loosely on purpose. While it could be used to bake a
loaf of bread on a particularly long expedition, its true purpose is to locate invisible opponents. You can
attempt to strike an invisible opponent with a flour pouch as a touch attack. You still must pinpoint the
target or choose a space to attack into, and the normal miss chance for total concealment applies. If you hit
the target, the pouch bursts open, spilling white flour over a portion of the invisible creature. You can also
throw a flour pouch as a splash weapon; any invisible creature standing in the space struck is covered in
flour, as are all other creatures within 5 feet. Coating an invisible creature in flour lets you keep track of its
position and reduces the miss chance to 20% (instead of the normal 50% for total concealment). While an
invisible creature is coated in flour, its bonus on Hide checks is reduced to +10 if the creature is moving, or
to +20 if it is not moving. If the creature moves through water, is subjected to a gust of wind, or spends a
full-round action brushing the flour off, all the flour is removed from its body.
Editor: The chance of you getting this to work is fairly low, but hey, its a silver piece.

FLUTE, STEEL
- SECRETS OF SARLONA (3.5)
Simple Light Melee Weapon
Cost: 15 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 10 ft
Weight: 2 lb
Type: B
Steel flutes are simple musical instruments, hollow shafts of metal carefully crafted as balanced short staffs.
The steel flute gets its name from the most common example of this Adaran weapon, but it can be made of
just about any metal. A steel flute is treated as a club for the purpose of weapon proficiency. As with a
monk's cane, an observer must study a steel flute's owner to tell the flute is a weapon. A steel flute can be
created as a masterwork instrument and a masterwork weapon, but both processes must be paid for
separately.
Editor: If your fallback plan is to beat your enemies with your flute, you need a new fallback plan.

FOOT SPIKE
- RACES OF THE WILD (3.5)
Exotic Light Melee Weapon
[Non-Standard Limb]
Cost: 8 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Weight: 1 lb
Type: P
The raptorans developed this exotic weapon for use in aerial combat. A foot spike resembles a sharp knife
blade strapped to the bottom of a sturdy boot. The spike is spring-loaded and folds into the boot for
walking, and thus has no effect on movement. When a foot spike is unfolded, the wearers land speed is
reduced to 5 feet, and he cant make a 5-foot step. Extending or retracting a foot spike is a move action, the
equivalent of drawing or stowing a weapon. Foot spikes are primarily intended for use by airborne
combatants. A character who uses a foot spike while on the ground takes a 4 penalty on attack rolls. A
character wearing a pair of foot spikes can attack with both as if wielding two light weapons. A character
cant use a single foot spike as part of a two-weapon attack. When a character proficient with foot spikes
makes a dive attack while wearing a pair of foot spikes, he can attack with both foot spikes at the end of the
charge.
Editor: Yet another place to hide a weapon, just in case your DM decides to have your party taken
prisoner. That said, the reduction to movement makes this a bad buy. Forget the fact that it needs a feat
to use properly. Move on.

FOOTBOW
- RACES OF THE WILD (3.5)
Exotic Ranged Weapon
Cost: 150 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 110 ft
Weight: 3 lb
Type: P
Ammo: Arrow
This exotic weapon resembles a composite long bow but is designed to be used in flight, with the archer
holding the bow in her feet and drawing it with one or both hands. Like a composite longbow all footbows
are made with a particular strength rating. If a characters Strength bonus is less than the strength rating of
the footbow, she cant effectively use it, so she takes a 2 penalty on attacks with it. The default footbow
requires a Strength bonus of +0 or higher to use with proficiency. A footbow can be made with a high
strength rating just as a composite longbow can; each point of Strength bonus granted by the bow adds 100
gp to its cost. The wielder of a footbow can choose to use both hands to draw it back; in this case she may
add 1-1/2 her Strength bonus to damage (up to a maximum of 1-1/2 the strength rating of the bow), as long
as she is strong enough to use it without penalty. A footbow can be used on the ground, but the archer must
be prone to do so and takes a 4 penalty on the attack roll. For raptorans, the footbow is a martial weapon
rather than an exotic weapon.
Editor: Now, this one is an odd one. It's an Exotic Composite Longbow that is designed for use while
flying; it takes a -4 penalty when used in ground and can only be used prone. It has the same stats as a
Composite Longbow, and is a martial weapon for Raptorans. Why would anyone else use it though?
One thing: 1" Str to damage. That is, a Footbow is kept under feet when flying and you can either fire
it with one hand as per normal, having your other free for god knows what, or you can fire it Two-
Handed and add 1" Str to damage. This one is very much worth the effort, if a bit weird weapon to
use. If I were a flying archer without much regard for stylistic factors, I'd definitely get me one of
these, even at the expense of a feat; rarely do you get the chance to double the effect of a stat for just
one feat. This also makes Raptoran Archers a very solid prospect.

FOOTSAW TRAP
- RACES OF FAERUN (3.0)
Trap
Cost: 700 gp
Weight: 15 lb
This item is similar to others of its kind that are typically designed to trap large animals such as bears or
cougars. Its jaws are fitted with thin saw blades mounted on springs, and the mechanism is designed to cut
the feet of any captive who struggles against its grip. The ghostwise hin did not invent this trap, but they
have made excellent use of it: When enemies threaten, they salt the ground near their campsites with these
dangerous devices, hiding them under thin layers of leaves or soil. A creature can discover a concealed
footsaw trap with a successful Search check (DC 15). Once found, the trap can be disabled with a
successful Disable Device check (DC 15). Anyone who walks over a footsaw trap triggers it; the trap
makes a melee touch attack with a +8 bonus. If its attack is successful, the trap deals 1d6 points of damage
to the victim. A victim caught in a footsaw trap can move at half speed if the device is not attached to
another object (such as to a tree or boulder by a length of chain). If it is attached in such a fashion, the
victim must break the attachment, otherwise he cannot move. The trap inflicts an additional 1d4 points of
damage from the saw blades every round that a trapped victim takes any action that involves movement. A
trapped creature can pry open the jaws of the trap and escape (Strength check DC 25) or loose himself with
an Escape Artist check (DC 30). Failure means that the trap deals another 1d4 points of damage to the
victim and that the victim remains trapped. A footsaw trap is a CR 2 trap. They can be constructed with the
Craft (trapmaking) skill (DC 20).
Editor: This is the only one of its kind. A reusable trap. Other traps require a long time to set up, but this
only takes a standard action. The plan is, you set it up and try to lure targets to run over it. I do not
know what makes it so expensive, but it is. With that in mind, it is green, because while cool, its
outside of the price range of those who would use it most, low level PCs. Once you get to a high
enough level that you can afford a few, the trap is unlikely to be of much use.

FROSTFIRE
- MONSTER MANUAL 2 (3.0)
- SAVAGE SPECIES (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 40 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
This sticky, adhesive substance drains away heat when exposed to air or moisture. A flask of frostfire can
be thrown as a splash weapon with a range increment of 10 feet, and a direct hit deals 1d6 points of cold
damage. The target can then attempt to scrape off or wash away the frostfire, if desired. If this does not
occur, the target takes an additional 1d6 points of cold damage on the round following the direct hit.
Removing frostfire by scraping requires a successful Reflex saving throw (DC 15). Alternatively, the
substance can be removed automatically by dousing it with at least 1 pint of an alcoholic or acidic solution
(such as wine or vinegar). Either method requires a full-round action.
Editor: Meh. Not a big fan of damage over time.

FUKIMI-BARI (MOUTH DARTS)
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
- SWORD AND FIST (3.0)
Exotic Thrown Ammunition (Mouth Dart)
[NSM]
Cost: 1 gp
Damage: 1
Critical: x2
Range: 5 ft
Weight: 1/10 lb
Type: P
These slim, almost needle-like metal darts are concealed in the mouth, then spit at the target. Their
effective range is extremely short, and they deal little damage, but they are highly useful when taking an
opponent by surprise. You can fire up to three fukimi-bari per attack (all at the same target). Do not apply
your Strength modifier to damage with fukimi-bari. They are too small to carry the extra force that a strong
character usually imparts to a thrown weapon. The cost and weight are for a single fukimi-bari.
Editor: Works like shurikens used to, but I don't think they've been updated. One attack turns into three to-
hit rolls, leading to silliness - no Strength bonus to damage, though. Still, add assassination. Add
magebane. Add energy damage. Add anyone of a dozen alternate sources of damage that dont care
what the base damage is. I would seriously consider banning them.
Editor (How Many Can I Hold In My Mouth?): Good Question. Technically, up to your weight limit. Now,
on a practical side, thats rather excessive. May I suggest you limit it to three as RAI, but RAW has no
limit.

FULLBLADE
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Two-Handed Melee Weapon
Cost: 100 gp
Damage (s): 2d6
Damage (m): 2d8
Critical: 19-20/x2
Weight: 23 lb
Type: S
A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with
two hands without special training; thus, it is an exotic weapon. (Medium-size creatures cannot use a
fullblade one-handed at all). A Large creature could use the fullblade with one hand, but it would be
assessed the standard 4 non-proficiency penalty on its attack rolls; Large creatures can use the fullblade in
two hands as a martial weapon. A Large creature with the Exotic Weapon Proficiency (fullblade) feat can
use the fullblade in one hand, but a Medium-size creature must use both hands even if it has the relevant
feat. A fullblade is also called an ogres greatsword.
Editor: A feat for an extra +1 to your average damage over a greatsword. Not impressed.

GARROTE, CORD
- SONG AND SILENCE (3.0)
Exotic Light Melee Weapon
[Grappling]
Cost: .1 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 1/10 lb
Type: B
This type of garrote is a simple cord used to strangle an opponent. Using this weapon requires a special
garrote attack. An experienced strangler can also use scarves, sashes, vines, and the like as impromptu cord
garrotes.
Editor: See the next two for suggestions. Its cheap and cheap is good. Its a strange weapon to get good at,
but you can make it out of anything. Best for assassins. Assassination WSA and poison is a must.

GARROTE, LOCKING
- SONG AND SILENCE (3.0)
Exotic Light Melee Weapon
[Grappling]
Cost: 100 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 3 lb
Type: S
This nasty variant of the wire garrote comes with a pair of metal grips, each of which contains one portion
of a locking mechanism. Once the garrote has begun to deal damage after a garrote attack, the attacker can
link the two ends and twist the grips into their locked position. This maintains strangling pressure on the
victim even after the attacker lets go. The victim continues to make grapple checks (each one opposed by
the last attack roll the attacker made) until freed or unconscious. The DC for the Disable Device check to
free a victim from a locked garrote is 10 if the character attempting the task has Exotic Weapon Proficiency
(locking garrote), or 25 otherwise. If someone other than the victim makes the attempt, a 5 circumstance
penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A
character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the
Disable Device check, this time for working blind. Naturally, its impossible for any character to take 10 or
take 20 on this check unless the victim trapped in the device is already dead. Smashing the locking garrote
leaves it frozen in the locked position.
Editor: Consider the WSA explosive. Sure, youll get caught in the blast the first round, but after that, the
target explodes every round until he gets it off. Sucks to be you! Just a side note, I dont know why it
isnt a two handed weapon. I cant see using this with one hand, although technically you can.

GARROTE, WIRE
- SONG AND SILENCE (3.0)
Exotic Light Melee Weapon
[Grappling]
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 1 lb
Type: S
This weapon is nothing but a thin wire set into a pair of wooden grips. Like the cord version, it is used to
strangle an opponent. The grips protect the attackers hands from the wire. A character using a wire garrote
without grips or some other form of hand protection takes 1d3 points of damage per round from the wire.
Using this weapon requires a special garrote attack.
Editor: Ah, the humble garrote. The rules for using it are byzantine, the effects less than to be desired.
Against low hit dice guards, its only really effective in the hands of one skilled with sneak attack.
After all, once you start to kill someone with it, you get to sneak attack every round. Still, for the silent
assassin, it has the advantage that a guard cannot scream for help while you are choking the crap out of
him.
Editor (Useful WSAs): Assassination (+1), Duh. Bloodstone (+1) only works on the living, which works
with a garrote, that only kills that which breathes, plus an empowered vampiric touch could give you
just the edge you need while sneaking into a place. Binding will stop your target from dimension
dooring away. Brilliant energy (+4) is expensive, but being able to strangle a guy in full plate is just
too funny. Deadly precision (+1) for the extra sneak attack damage. Dispelling (+1) will make sure all
of the targets buff spells are down. Consider earthbound, because chances are you will be strangling
someone while in contact with a surface. Last Resort (+1) technically works if you are being grappled,
or grappling someone, so if you are a pixie, you get many extra dice to strangle an ogre. If you want to
only knock out the guards, consider merciful. Definitely look at paralyzing (+1). Passage (32,400 gp)
lets you open a portal to the spirit world once a day. Excellent place to dump a body. Speed (+4), it is
expensive, but lets you strangle someone faster. Spell Storing (+1) lets you store hold person or
something useful. Stunning Surge (+1) can make this end quickly. Transmuting (+2) lets you overcome
all forms of DR, which is the bane of all garrotes. Torturous (+1) can also stun your target. Vampiric
(+2) is just plain funny. Wounding (+2) drains Con.
Editor (Energy Damage): For some reason I just like the idea of adding cold damage to this thing. Its just
the image of choking someone, them turning blue, then ice building up on their head that just makes
me smile. The players open a closet to find a missing guard tumble out, horrific expression on his face,
his head encased in a block of melting ice. Thatd creep the hell out of me.
Editor (Subterfuge): First, you need eager. Not for the initiative, but for the +2 to damage during the
surprise round, as well as the free action to draw. Imagine it jumping out of your pocket into your hand
as you walk past an unsuspecting victim. Hideaway and shrinking, used in conjunction, could reduce
the weapon to a speck. Sizing also works, and lets you increase the size, after you successful start to
strangle, so you can increase the damage. Dont forget silent moves, since chances are, you will be
sneaking around with this thing.
Editor (Locking): The locking garrote lets you leave someone to die, because it locks in place. For the
locking garrote, there are two WSAs that jump out. Consider the WSA explosive. Sure, youll get
caught in the blast the first round, but after that, the target explodes every round until he gets it off.
Add sonic damage and you have yourself a distraction to draw peoples attention, but dangerous to
actually help. On top of that, add fleshgrinding. Even after you get the locking garrote unlocked, youll
still need to overcome the fleshgrinding to pry it off. And after 5 rounds, it returns to you, so you dont
have to worry about coming back to retrieve it.
Editor (Killing with kindness): Make the garrote into a necklace. Add fleshgrinding, vicious, and
masterslaying. Maybe explosive if you want to be noisy about it. Give it to someone as a gift. When
they put it on, wait. Activate it at your whim. With luck, they die in five rounds, then it returns to you.
I suggest you hang out somewhere that gives you an alibi.
Editor (Smoking): +1 bonus. Just plain awesome. Since you have to enter the same square as someone you
are using a garrote on anyways, while not have a 5 x 5 stinking cloud that makes your target
nauseated. Since nauseated targets can only make move actions, and resisting a garrote is a standard
action, its an instant win! Pity the saving throw is only a DC 14.
Editor (Vorpal): The obvious. Vorpal. +5 bonus. The funny thing is, even something designed to go
around the neck wont automatically cut off someones head. You still need to roll a 20. I would talk
with a DM about this one. Sounds like it should work better then it does.
Editor (Whirling): Uhhhh Well Technically It IS a slashing weapon, so you can technically put
whirling on a garrote. Whirling works for three rounds a day, so you can strangle everyone for that
long. I cant even imagine what that would look like.
Editor (Implacable): This causes bleeding for 2 hit points a round for five rounds. It stacks with itself. So
If you want to be messy and covered in blood as you stalk the halls of a castle, looking for people to
strangle, this is the +3 bonus for you. I dont recommend it for the damage, but I do recommend it for
the creep-tastic imagery it gives me.

GAUNTLET
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Unarmed Attack
Cost: 2 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Weight: 1 lb
Type: B
This metal glove protects your hands and lets you deal lethal damage rather than nonlethal damage with
unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight
given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Editor: The free weapon that comes with your armor, as it stands, it sucks. However, its a free weapon to
stack WSAs on. Also, there are a wide selection of Gauntlet only WSAs available in my Extrapolated
WSA file. If you wear armor, do not overlook this useful place to stack WSAs. Now, its listed as an
unarmed attack, but it doesnt use your unarmed damage. That makes no sense to me.

GAUNTLET, BATTLE
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Simple One-Handed Melee Weapon
Cost: 10 gp
Damage: As per your base unarmed damage
Critical: Ditto
Weight: 4 lb
Type: B
This thick band of metal covers the forearm and part of the hand. Like gauntlets that come with armor,
battle gauntlets allow the wearer to make unarmed strikes as if he were armed. They can be fitted with
spikes or blades (making them function as spiked gauntlets or claw bracers). Because a battle gauntlet
covers the hand and the entire forearm, the wearer cannot wear any other magical gauntlet or bracer on that
arm (or items that use those spaces on the body) while wearing battle gauntlets.
Editor: This is a 3.0 weapon, so your DM may not allow its use. Why would you use this over a ward
cestus? Because this is a one-handed weapon, meaning that you can use it to make two handed
unarmed strikes.

GAUNTLET, BLADED
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Light Melee Weapon
Cost: 30 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 4 lb
Type: S
Unlike with a standard gauntlet, an attack with a bladed gauntlet is not considered an unarmed attack. The
bladed gauntlet has two blades that extend from the back of the wrist following the line of the forearm. The
cost and weight are for a single gauntlet.
Editor: This is a 3.0 weapon, so your DM may not allow its use. It's a light weapon that does 1d6/19-20x2
(previously 17-20/x2 before revision). Its a pair of blades attached to your gauntlet, much like the wrist
blade used by the Predator in the movies. The sheer beauty of this weapon, aside from the chance to
act out any Wolverine fantasies, is that your hand is still free to hold items or cast spells. Now, use one
of these with a Duskblade holding a pair of Maximize Rods, and viola! Cheese deluxe.

GAUNTLET, LOCKED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Accessory
Cost: +25 gp
Weight: +5 lb
This armored gauntlet has small chains and braces that allow the wearer to attach her weapon so that it
cannot be dropped easily. It adds a +10 bonus to any roll 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 only applies if youre 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 cant use the
hand wearing it for casting spells or employing skills. (You can still cast spells with somatic (S)
components provided your other hand is free). Like a normal gauntlet, a locked gauntlet lets you deal
normal damage rather than subdual damage with an unarmed strike.
Editor: Its 25 gp and if you are already wearing gauntlets that can hold other weapons, why not buy a pair
just in case? Of course that might cause some problems if you are using a weapon that trips. You might
want to drop it to prevent a counter trip. It is also of dubious use to a wizard, although if you are tired
of people disarming you of your wand/staff/rod, you might want to look into this.

GAUNTLET, SPIKED
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Light Melee Weapon
Cost: 5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 1 lb
Type: P
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are
for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Editor: A step up over normal gauntlets.

GAUNTLET, SPRING-LOADED
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Ranged Weapon
Cost: 200 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 4 lb
Type: P
Ammo: Bolt
This gauntlet possesses a broad ridge of metal that extends along the bottom of the forearm to the edge of
the wrist articulation, where a circular orifice is visible. This ridge of metal hides a spring-loaded
mechanism that can expel a bolt with great force, akin to a miniscule crossbow. You load the gauntlet by
inserting a bolt in the hole and pulling back a hidden lever. Loading the spring-loaded gauntlet is a move-
equivalent action that provokes an attack of opportunity. You fire the spring-loaded gauntlet by sighting
down your arm, then flip your hand back so that your palm faces your opponentthis motion fires the
gauntlet. The cost and weight are for a single gauntlet. A character who attempts to fire two spring-loaded
gauntlets at once incurs the standard penalty for two-weapon fighting. The Ambidexterity feat lets someone
avoid the 4 off-hand penalty.
Editor: Wont your enemies be surprised when you waste a feat to shoot two hand crossbows in their face!
Well, not really, but in comparison to hand crossbows, its not bad, since they use the same
ammunition. You can shot one on the first round and then the other on the next. I personally believe
that it should be spikes, not bolts, but the description says bolts like a crossbow, so we have to live
with that. So if you want to buy a hand crossbow, buy this instead. Do note, you can put gauntlet only
WSAs on this that you might not normally put on a melee weapon.

GAUNTLETS, SCORPION CLAW
- SECRETS OF XENDRIK (3.5)
Exotic Light Melee Weapon
[Grappling]
Cost: 40 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 6 lb
Type: S
Made from the claws of large monstrous scorpions, these gauntlets are usually sold in pairs. In combat, you
can use scorpion claw gauntlets to slice opponents open with deadly efficiency. When wearing two
scorpion claw gauntlets, you get a +2 bonus on grapple checks made to deal damage to your opponent. On
a successful check, you deal the weapons normal damage rather than nonlethal damage for an unarmed
strike.
Editor: Grapple bonuses are cool. So if you are going to grapple someone, consider buying a pair and
making it count. Plus they also do okay as light weapons.

GHOSTOIL
- LIBRIS MORTIS (3.5)
Application
Cost: 50 gp
Alchemy DC: 25
Weight: 1 lb
This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When applied to a
weapon, ghostoil allows it to affect incorporeal creatures normally for the next 2 rounds. Applying ghostoil
to a weapon of any size is a full round action that provokes attacks of opportunity. One flask of ghostoil
contains enough liquid to coat one weapon of Medium size or smaller. A Large weapon requires two flasks,
a Huge creature four flasks, a Gargantuan weapon eight flasks, and a Colossal weapon sixteen flasks.
Editor: Meh, Im not impressed, but if all else fails this will do when fighting incorporeal.

GLAIVE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Reach]
Cost: 8 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 10 lb
Type: S
A glaive has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent
foe.
Editor: Cheap, two-handed slashing. Meh.

GLOT
- FROSTBURN (3.5)
Exotic Thrown Weapon
[Tripping]
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 18-20/x2
Range: 10 ft
Weight: 1 lb
Type: B
The glot is a specially balanced sphere of metal designed to be thrown low to the ground. It then skips and
bounces across the ground with little reduction in velocity to strike its target. If the ground between you and
your target is solid, flat, and relatively free of obstructions, the glots range increment increases to 20 feet.
If the ground is also icy, the glot skips even more readily over the frozen ground and its range increment
increases to 30 feet. If you use a glot to attack an airborne target, its range increment is always 10 feet. You
can make ranged trip attacks with a thrown glot.
Editor: Can be used to make ranged trip attacks, and deals better damage then bolas or barbed bolas. Its
the crit range that makes this worth looking at.

GLOWPOWDER
- LORDS OF DARKNESS (3.0)
- TOME AND BLOOD (3.0)
Simple Thrown Ammunition (Powder)
Cost: 50 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
This luminescent dust clings to surfaces and creatures, making them glow. The grains of powder glow
about as brightly as sparks from a campfire. They dont provide illumination, but they are noticeable. When
sprinkled on an object or surface, the powder helps reveal edges and details, granting a +2 circumstance
bonus on Search checks made on the treated area. A creature sprinkled with the powder is likewise easier to
detect: Spot checks to see the creature gain a +2 circumstance bonus. An invisible creature sprinkled with
the dust has only one-half concealment (20% miss chance instead of 50%). Once applied, the dust clings
and glows for 1 minute. A creature sprinkled with the powder can wash it off by taking a full-round action.
The powder usually comes in a tube that allows the contents to be blown or shaken out. Blowing out the
powder is a standard action that draws an attack of opportunity and creates a 10-foot cone. If carefully
sprinkled, the powder can cover 125 square feet (five 5-foot squares). It takes a full-round action to shake
out enough powder to cover a 5-foot square. The Alchemy DC to make one tube of glowpowder is 20.
Editor: Flour is 1 sp. Just saying.

GOAD
- FROSTBURN (3.5)
Exotic Two-Handed Melee Weapon
[Nonlethal]
Cost: 8 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x2
Weight: 10 lb
Type: B (Nonlethal) and P (Lethal)
A goad is a long, thin wooden pole mounted with a heavy stone or metal weight and a large spike at one
end. Primarily intended as a tool to direct the movement of large animals, a goad makes an excellent
weapon in a pinch. When you attack with a goad, you must decide if you are attacking with the spike to
deal piercing damage or the weight to deal bludgeoning damage. The flexibility of the goads shaft absorbs
much of the force behind blows made with the bludgeoning head, and all bludgeoning damage dealt by a
goad is nonlethal as a result. Piercing damage remains lethal. If you are proficient with its use, the goad
grants a +2 circumstance bonus on all Handle Animal checks made against animals of Huge size or larger.
Editor: Why isnt this a double weapon? Alas, it is not. So buy it for the theme, but dont buy it for
combat.

GOBLIN STICK
- RACES OF FAERUN (3.0)
Exotic One-Handed Melee Weapon
[Double, Tripping, Undroppable]
Cost: 5 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: 19-20/x2
Weight: 8 lb
Type: P
This is a forked and hooked pole arm, first used by bugbears trying to catch hiding goblins. The wooden
stick is 6 to 9 feet long, usually gripped in the middle. Each end is tipped with three wicked blades. The
central blade is hooked to help extract targets from tight places. The other blades, which are set off at slight
angles and different directions from the center, are used to poke around corners. A goblin stick is a double
weapon and can also be used to make trip attacks.
Editor: I find it weird that this weapon cannot be dropped if you fail a trip attempt, but there you go. On
the other hand, its a one handed double weapon. Ive never seen a one-handed double weapon before.
Do you need to use both hands when you fight with both ends? Can you hold a shield and TWF with
this? I dont know. Maybe thats why you cant drop it. It has to be attached to your hand for the extra
leverage.

GRAVEBANE
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Flask)
Cost: 50 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
This thick white liquid evaporates almost instantly upon contact with air, creating a thin, nearly invisible
smoke. The smoke is nearly odorless, and is has no effect on most creatures. Undead, however, are
repulsed by the smoke and can only pass through it with an effort of will. When opened (usually by
throwing it on the ground), a flask of gravebane fills a 5-foot-square area with smoke. Undead cannot enter
an area filled with gravebane smoke unless they succeed on a Will save (DC 10). Undead can attack into a
gravebane-filled area normally as long as they dont enter the area to do so. Gravebane ordinarily lasts for 1
minute, although strong winds may decrease this duration.
Editor: I cannot express how worthless this is.

GREATAXE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
Cost: 20 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: x3
Weight: 12 lb
Type: S
This big, heavy axe is a favorite of barbarians and anybody else who wants the capability to deal out
incredible damage.
Editor (Viva d12): Why does the greataxe deal 1d12 points of damage? The real answer is because the d12
wasnt getting any in-game use. In early drafts, the greataxe was tagged to deal 2d6 points of damage,
but we needed to justify the d12s existence. In short, our dodecahedrons needed some love. -
Christopher Perkins, D&D Design Manager
Editor: While a 1d12 is more random then 2d6, I find I like the d12 over 2d6. Im more of a gambler then
most. Id rather count on getting lucky then making sure I got a steady average.

GREATBOW
- COMPLETE WARRIOR (3.5)
Exotic Ranged Weapon
Cost: 150 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Range: 120 ft
Weight: 6 lb
Type: P
Ammo: Arrow
You need at least two hands to use a bow, regardless of its size. A greatbow sized for a Medium character
is 6 feet or more in length when strung. A greatbow is too unwieldy to use while mounted. Like other bows,
if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. If you have a bonus
for high Strength, you can apply it to damage rolls when you use a composite greatbow (see below) but not
a regular greatbow.
Editor: If you get Greatbow proficiency for free and can't afford a Composite Greatbow yet, might as well
get one of these. It's strictly worse than Composite Greatbow, but seeing that the Composite Greatbow
is actually quite expensive, costing upwards to 1000 gp without magic, you may use this for a level or
two. Greatbow shares Weapon Focus-tree with Longbow.

GREATBOW, COMPOSITE
- COMPLETE WARRIOR (3.5)
Exotic Ranged Weapon
Cost: 200 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Range: 130 ft
Weight: 6 lb
Type: P
Ammo: Arrow
You need at least two hands to use a bow, regardless of its size. A composite greatbow is too unwieldy to
use while mounted. A composite greatbow sized for a Medium character is 6 feet or more in length when
strung. Composite greatbows follow all of the normal rules for composite bows, including strength ratings.
Each point of Strength bonus granted by the bow adds 200 gp to the cost.
Editor: One of the best range increments for the damage, add in dragon bone and use flight arrows and
maybe the distance WSA and you can truly get some range out of your weapon. Chances are you will
get so much range that youll need clairvoyance just to see the target. A few Fighter-variants get free
Exotic Weapon Proficiency, so you might as well pick up Greatbow proficiency for free. Likewise, if
you spend a feat on a bow proficiency, you might as well pick Greatbow for the extra range and
damage. Otherwise, Greatbow usually isn't worth it except when looking to maximize range or when
building a Fighter Archer with a limited number of books and running out of damage increasing feats
to take; Greatbow deals an average one point more than Longbow, and the difference increases with
size increases (Large difference is 2, Huge is 3, I recall). Composite Greatbow shares Weapon Focus-
tree with Longbow

GREATCLUB
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
Cost: 5 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 8 lb
Type: B
A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by
bands of iron.
Editor: Whump. Next.

GREATHAMMER
- MONSTER MANUAL 4 (3.5)
Exotic Two-Handed Melee Weapon
Cost: 35 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: 19-20/x4
Weight: 30 lb
Type: B
Greathorn minotaurs wield these big, heavy hammers, which are considered exotic weapons for other
creatures. The incredibly heavy head of the hammer allows it to make devastating Strikes against weapons
and shields, granting the wielder a +2 bonus on opposed attack rolls to sunder an enemys weapon or
shield.
Editor: Keep in mind the greathammer is widely regarded as a misprint. In MM4 it was only given the /x4
in the Greathorn Minotaur's stat block, so it being 19-20/x4 in the player's section is weird. It is also
exactly the same as the Goliath greathammer. M 1d10 L 1d12 20/x4 damage, +2 on sundering
attempts. Basically its a pile of numbers. However, as is, its awesome for crit damage as well as
being a treasure destroying weapon.

GREATHAMMER, GOLIATH
- RACES OF STONE (3.5)
Exotic Two-Handed Melee Weapon
Cost: 30 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: x4
Weight: 30 lb
Type: B
This big, heavy hammer is a favorite of goliath barbarians and warriors. The incredibly heavy head of the
hammer allows it to make particularly devastating strikes against weapons and shields, granting the wielder
a +2 bonus on opposed attack rolls to sunder an enemys weapon or shield.
Editor: Boo. Get the normal greathammer instead.

GREATPICK
- RACES OF THE DRAGON (3.5)
Exotic Two-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x4
Weight: 15 lb
Type: P
A greatpick is an extension of the heavy and light pick designs, but considerably heavier and larger,
concentrating twice as much force onto a small area with a two-handed heft.
Editor: A feat to be worse then a greatsword. Unless you need the critical for some reason, next.

GREATSPEAR
- COMPLETE WARRIOR (3.5)
Exotic Two-Handed Melee Weapon
[Reach]
Cost: 25 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x3
Range: 10 ft
Weight: 9 lb
Type: P
This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.
Editor: Technically its not a reach weapon. Despite the fact that it is bigger then a longspear, it does not
specifically state it has reach. It does indicate that it has reach in the chart in complete warrior,
however. So, does it or does it not have reach, and if it has reach, is it limited to only 5 to 10 foot
range? I believe the intent was for it to equal a long spear, so therefore it would have reach, but cannot
target anyone within the 5 range.

GREATSWORD
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
Cost: 50 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: 19-20/x2
Weight: 8 lb
Type: S
Adventurers recognize the greatsword as one of the best melee weapons available. Its reliable and
powerful.
Editor: The old barbarian standby. You cant go wrong for predictable results.

GREATSWORD, MERCURIAL
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Two-Handed Melee Weapon
Cost: 600 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x4
Weight: 17 lb
Type: S
This huge blade hides a secret reservoir of quicksilver (also called mercury by alchemists) that runs along
the interior of the blade in a slender channel. When the blade is vertical, the mercury swiftly fills an interior
bulb in the haft, but when swung, the heavy liquid flows out into the blade, making it heavier. In non-
proficient hands, this shifting mass penalizes the wielder by an additional 3 penalty on attack rolls, beyond
the normal 4 non-proficiency penalty for using an exotic weapon untrained.
Editor: Mercurial weapons are just exotic Scythe/Picks with slightly more damage, nothing too astounding.

GUISARME
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Droppable, Reach, Tripping]
Cost: 9 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x3
Weight: 12 lb
Type: S
A guisarme has reach. You can strike opponents 10 feet away with it, but you cant use it against an
adjacent foe. Because of a guisarmes curved blade, you can also use it to make trip attacks. If you are
tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Editor: Meh, as far as reach weapons go, its okay.

GYRSPIKE
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 90 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: 18-20/x2
Weight: 20 lb
Type: B or S
Disarm: +2
A gyrspike is a double weapon. A stout shaft holds a flail on one end and a longsword on the other. You
can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties for
two-weapon fighting, as if you were using a one-handed weapon and a light weapon. You get a +2 bonus
on your opposed attack roll when attempting to disarm an enemy when you wield a gyrspike (including the
opposed attack roll to avoid being disarmed yourself if you fail to disarm your enemy). You can also use
this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the gyrspike
to avoid being tripped.
Editor: A strange weapon, but not horrible for the cost. Meh.

GYTHKA
- MONSTER MANUAL II (3.0)
- SAVAGE SPECIES (3.0)
- EXPANDED PSIONICS HANDBOOK (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 60 gp
Damage (s): 1d8/1d8
Damage (m): 1d10/1d10
Critical: x2
Weight: 25 lb
Type: S
This Large exotic melee double weapon is a polearm with a blade at each end. The wielder can fight with it
as if fighting with two weapons, but doing so incurs all the normal attack penalties associated with fighting
with two weapons, as if the wielder had a one-handed weapon and a light weapon. A thri-kreen who has the
Multiweapon Fighting feat can wield two gythkas at once as double weapons because of its four arms. A
thri-kreen can wield two gythkas at once as double weapons due to its four arms, but takes penalties as if its
off-hand weapon were a one-handed weapon, not a light weapon. It is favored by thri-kreen.
Editor: If you have four arms, buy two of these. For normal two handed people, its not a bad choice,
either. Its got good damage for an exotic weapon.

HALBERD
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Droppable, Set, Tripping]
Cost: 10 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 12 lb
Type: P or S
Normally, you strike with a halberds axe head, but the spike on the end is useful against charging
opponents. If you use a ready action to set a halberd against a charge, you deal double damage on a
successful hit against a charging character. You can use the hook on the back of a halberd to make trip
attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Editor: You can trip, you can set, you can use it as a martial weapon, and the damage isnt that bad, being
either Piercing or slashing. Thats a useful weapon.

HALFSPEAR
- DUNGEON MASTERS GUIDE (3.0)
Simple Light Melee Weapon
[Set]
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 2 lb
Type: P
The halfspear is small enough for a small character to use it. If you use a ready action to set a halfspear
against a charge, you deal double damage on a successful hit against a charging character
Editor (History): The halfspear is a strange artifact that took a while to recover. It appears that when the
move to 3.5 took place, they changed long spear to a spear with reach, made just spear as a two handed
weapon, made short spear a one handed weapon, then were going to make halfspear a light weapon,
but apparently dropped it entirely. However, it seems, looking at salamander halfspear and a few of the
specific magic weapons with halfspear , I believe that halfspear was going to be included is the light
version of spears, before being dropped completely. It is with confidence that I have rebuilt the
halfspears stats and include it now.
Editor: It can be used as reusable ammunition for the atatl, or just something really cheap for you to throw.
Its a cheap wooden dagger and has a fairly good range. Not bad.

HALFSPEAR, SALAMANDER
- SAVAGE SPECIES (3.0)
Exotic One-Handed Melee Weapon
[Set]
Cost: 2 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 10 ft
Weight: 6 lb
Type: P
These all-metal version of the halfspear is somewhat heavier and does more damage for its size than
ordinary versions. It also conducts both heat and electricity, unlike the wood-hafted normal version.
Editor: While the halfspear did not make it from 3.0 to 3.5, this version of the salamander halfspear
survives because it is different from the shortspear version. Honestly, Im not sure if the editors ever
figured out what a short, half, long, or normal spear is, they just made it up as they went along.
Technically, this should be called shortspear in 3.5.

HAMMER, DOUBLE
- COMPLETE WARRIOR (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 70 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x3
Weight: 18 lb
Type: B
A double hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do,
you incur all the normal attack penalties associated with fighting with two weapons as if you were attacking
with a one-handed weapon and a light weapon.
Editor: Hammer time! Meh.

HAMMER, GNOME HOOKED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 20 gp
Damage (s): 1d6 (B)/1d4 (P)
Damage (m): 1d8 (B)/1d6 (P)
Critical: x3 (B)/x4 (P)
Weight: 6 lb
Type: B or P
A gnome hooked hammer is a double weapon. You can fight with it 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. The hammers blunt head is a bludgeoning weapon
that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage
(crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature
wielding a gnome hooked hammer in one hand cant use it as a double weapononly one end of the
weapon can be used in any given round. You can use a gnome hooked hammer to make trip attacks. If you
are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Editor: Its a hook. Its a hammer. It trips, its very gnome. Get it if you are a gnome, forget it if you are
anyone else.

HAMMER, LIGHT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 20 ft
Weight: 2 lb
Type: B
This is a small sledge light enough to throw. It is favored by dwarves.
Editor: The blunt version of the dagger, except it needs martial weapon prof. Its the throwing that
increases the cost.

HAMMER, THROWING
- RACES OF STONE (3.5)
Martial Light Melee Weapon
Cost: 30 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 20 ft
Weight: 2 lb
Type: B
Essentially a light hammer that has been carefully balanced for throwing, the throwing hammer is a favorite
weapon of dwarf rangers.
Editor: Slightly more damage then a light hammer, for 29 gp more. And again, I wonder why a throwing
weapon is a melee weapon.

HANDAXE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
Cost: 6 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 3 lb
Type: S
Dwarves favor these axes as off-hand weapons.
Editor: Meh.

HAND CROSSBOW BLADE
- COMPLETE SCOUNDREL (3.5)
Simple Light Melee Weapon
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1/2 lb
Type: P or S
Adding a short blade to the front of a hand crossbow allows you to defend yourself in melee combat
without having to draw a different weapon. The blade functions as a dagger.
Editor: If youve spent the money and feats on a hand crossbow, then buy this for the hand to hand combat
at very little cost.

HARPOON
- ARMS AND EQUIPMENT GUIDE (3.0)
- FROSTBURN (3.5)
- STORMWRACK (3.5)
- SWORD AND FIST (3.0)
Exotic Thrown Weapon
Cost: 15 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Range: 30 ft
Weight: 10 lb
Type: P
The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope
attached to control harpooned opponents. Though designed for hunting whales and other large sea
creatures, the harpoon can be used on dry land. If it deals damage, the harpoon lodges in an opponent who
fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves 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 harpooned creature can move only within the limits that the rope allows (the trailing
rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15
Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has
two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial
damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without
further damage.
Editor: Thrown, sticks in the enemy, deals double damage being pulled out. Can be attached to a rope to
control movement. Interesting weapon. It can be lodged in an opponent if they fail a Reflex save, and
deals the same damage when pulled out as it did going in. The returning enchantment could
theoretically just cause it to do double damage, but thats definitely a DMs call. Raise the damage as
much as possible, as the DC for the save is 10 + damage dealt. A harpooned creature moves at half
speed, cannot charge or run, and if you attach a rope to it you can limit their movement away from
you. It can be removed with a full round action, which deals damage again. Occasionally helpful for
battlefield control.
Editor (WSAs): Only WSAs that directly modify the base damage will be included when you remove it.
For example, collision will add 5 damage going in, and five coming out. However, acidic burst will
only do damage when you crit. You will have to examine each one and confirm with your DM.
Editor (Exit Wound): This one is a tough one. By the rules, the harpoon hits. It does damage. The target
fails a saving throw. It passes right through them doing double damage on the way through. However,
since it passes through, the rope technically is no longer inside the target either. In fact, there is no
point to using the rope, because it wont stay in the target.
Editor (Returning/Teleporting): Teleporting wont do any extra damage, but returning will.

HARPOON, ARCTIC
- RACES OF FAERUN (3.0)
Exotic Thrown Weapon
Cost: 20 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Range: 20 ft
Weight: 7 lb
Type: P
Favored by arctic dwarves, the harpoon is a broad-bladed spear forged with cruel barbs. The shaft of the
harpoon has a trailing rope attached to control harpooned opponents. Though sometimes used for hunting
whales and other large sea creatures, the harpoon is equally at home on dry land. If you deal damage to
your opponent, the harpoon may lodge in the victim if it fails a Reflex saving throw against a DC equal to
10 + the damage you dealt. The harpooned creature moves at only half speed and cannot charge or run. If
you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned
creature can only move within the limits that the rope allows (the trailing rope is 30 feet long). If the
harpooned creature attempts to cast a spell, it must succeed on a Concentration check (DC 15) or fail,
losing the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and
takes a full-round action to do so, but in so doing it deals damage to itself equal to the initial damage the
harpoon caused (in other words, the damage coming out equals the damage going in). For example, if you
hit with a harpoon and deal 8 points of damage, the target takes another 8 points of damage when it
removes the harpoon. A harpoon can be removed safely with a successful Heal check (DC 10 + damage
dealt), but this requires 1 minute.
Editor: See normal harpoon, but not as much damage, or as much range, or as cheap. Actually, this sucks
in comparison.

HARPOON, KUO-TOAN
-MONSTER MANUAL 5 (3.5)
Exotic Two-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Range: 30 ft
Weight: 6 lb
Type: P
The kuo-toan harpoon is an exotic melee weapon that has the following characteristics. A kuo-toan harpoon
is a spear that has a barbed metal head. A slender, 30-foot-long chain runs from the harpoons end. If a kuo-
toan harpoon deals damage, the target must succeed on a Reflex save (DC 10 + the damage dealt) or be
harpooned. A harpooned creature moves at half speed, cannot charge or run, and must make a DC 15
Concentration check to cast a spell. On a failed check, it loses the spell. If a kuo-toa harpooner holds onto
the chain, the harpooned creature must make an opposed Strength check to move more then 30 feet away
from the harpooner. As a swift action, the harpooner can wrap his end of the chain around his sticky shield.
In this case, he gains a +5 bonus on the opposed Strength check. As a standard action, the harpooner can
slam his shield to the ground to seal it in place with the chain still attached. If the harpooner does so, the
harpooned creature is lashed to within 30 feet of the spot the shield is stuck to and must succeed on a DC
20 Strength check to escape. A harpooned creature can pull the harpoon out if it has two hands free and
takes a full-round action to do so. Removing the harpoon in this way deals 1d10 points of damage to the
harpooned creature. A successful DC 15 Heal check allows the removal of the harpoon without any
additional damage.
Editor: Its basically a normal harpoon, except its got some rules for using it with a sticky shield. This can
be used in melee, unlike a normal harpoon, but it doesnt do as much damage on the removal. Its a
push between the two.

HELMET, HORNED
- RACES OF FAERUN (3.0)
Martial Light Melee Weapon
[Non-Standard Limb, Reach-0]
Cost: 25 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 4 lb
Type: P
A horned helmet resembles a normal helmet with bulls horns attached to each side. A horned helmet deals
double normal damage when used during a charge action, but the helmet has a reach of 0 ft.
Editor: I will defeat you with my Spear and MAGIC HELMET! I love Elmer Fudd. Anyrate, nostalga
aside, If you dont have anything in your head slot, buy one of these. It can be used if you are
swallowed, it can hold WSAs, and it just looks cool. Do the classic Viking helmet, get antlers, have a
single horn like a unicorn. Either way, its awesome.

HELMET, SPIKED
- RACES OF FAERUN (3.0)
Martial One-Handed Melee Weapon
[Non-Standard Limb, Reach-0]
Cost: 10 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Weight: 3 lb
Type: P
A spiked helmet resembles a normal helmet with a single spike standing straight out from the top. A spiked
helmet deals double normal damage when used during a charge action, but the helmet has a reach of 0 ft.
Editor: Not as much damage as the horned helmet, but it can be wielded with two hands (yes, I know how
strange that is.) so you can do x2 damage from power attack.

HOLY WATER
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 50 gp
Damage (direct): 2d4
Damage (splash): 1
Range: 10 ft
Weight: 1 lb
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can
be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal
creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an
incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that
does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to
an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits
takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit)
because the clerics are happy to supply people with what they need to battle evil.
Editor: The damage to cost ratio is lousy, yet everyone picks up a few flasks of this stuff. Its cheap to
make when you have a cleric, so I dont know how it costs so much, but it is what it is. In order to be
useful, you need to have everyone in the party throw a flask, so you can get maximum saturation.

ICE
- FROSTBURN (3.5)
Ammunition (Ice)
Cost: 0 gp
Weight: 2 lb
The ice chucker usually uses ordinary ice that you can find in any area where the temp drops below
freezing. Thus ice costs nothing.
Editor: Seriously? Its Ice. Now, in theory, you could make masterwork ice and then add weapon
enchantments. The ice would be rendered useless if left above 32 to 40 in 8 hours and over 40 degrees,
useless in an hour. Invest in quick loading WSA for extra-dimensional storage or only adventure in the
cold.

ICECHUCKER
- FROSTBURN (3.5)
Exotic Ranged Weapon
Cost: 150 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: x3
Range: 30 ft
Weight: 12 lb
Type: P
Ammo: Ice, Javelin
The icechucker appears to be a large crossbow at a casual glance, larger even than a heavy crossbow. Its
launching mechanism is designed to fire large shards of ice (usually icicles) rather than regular crossbow
bolts. You draw an icechucker back by pulling on a thick lever on the underside of the weapon. Loading an
icechucker is a full round action that provokes attacks of opportunity. If icicles arent handy to load into an
icechucker, it can also be used to fire a javelin, dealing the same damage.
Editor: Frankly, the implications of firing a javelin is what makes this awesome. One, its reusable
ammunition. Two, why settle for just javelins, if this can also shoot ice? Why not the harpoon? Yes,
you could improve the range and damage of a harpoon and also have the advantage of having a rope to
drag someone around by, or watch it get pulled out and do extra damage. Extra damage at the 1d12
rate, not 1d10. So if you have a low strength and/or cannot afford a composite greatbow, this is an
excellent choice. If you are going the javelin route, I recommend howler javelins. Normally useless, in
an icechucker, they become awesome.
Editor (Quick loading): Quick loading gives you an extra-dimensional space to store ammunition. there is
nothing that says what temp that extra-dimensional space is. So load it up with icicles and go to town
with frozen ammunition.

INSTRUMENT BAYONET
- SONG AND SILENCE (3.0)
Martial Light Melee Weapon
Cost: 5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 2 lb
Type: P
Sometimes a bard finds himself in a situation that requires self-defense at a few seconds notice. Thats
when an instrument-mounted bayonet comes in handy. A bayonet (a long, thin dagger) affixed to the neck
of a lute or other instrument can be used to fend off an attacker, or even to inflict respectable damage if set
to receive a charge.
Editor: At first I thought the instrument bayonet and the instrument blade were the same thing, but they are
not. An instrument blade can be hidden and comes out when triggered as a move action. An instrument
bayonet is out all the time. All spring loaded hidden weapons comes with a built in -2 to hit, where as
this weapon does not. An instrument blade can be thrown, this cannot. Both have their perks and
downsides.

INSTRUMENT BLADE
- COMPLETE SCOUNDREL (3.5)
Simple Light Melee Weapon
[Hidden]
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 10 ft
Weight: 1/2 lb
Type: P or S
Most stringed or wind instruments have a long, narrow section that can conceal a thin blade. Releasing a
hidden catch allows the blade to spring forth. Such a blade functions as a dagger. Any stringed instrument
whose neck is designed to hide a blade includes reinforcing metal bars for added support.
Editor: I like that it makes the weapon ranged. Take a cello, which weights upwards of 30 pounds. Now
you can throw it like a dagger. BTW, I believe the weapon was meant to be installed in another. The
weight of 1/2 pound indicates to me it doesnt take into consideration the weight of the instrument it is
supposed to be put into. So, therefore this is something you install, not something that is an intrinsic
part of the instrument, like a lute-bow.
Editor (Morphing): This is up for debate. The RAW of it is, if the blade is meant to be installed in an
instrument, then only the blade will change. That said, You could have a morphing instrument blade
turn into any light weapon. Add everchanging and have a greatsword sticking out of your violin.
Editor (Lute Bow): Technically they are separate weapons, but if you see the instrument blade as
something that is installed in an instrument, then there is no reason it cannot be installed in any
instrument, including the lute-bow. I am uncertain if the description of the lute-bow allows this, but
thats up to the individual DM. The damage is already fairly pathetic, so Id allow a bard this double
weapon. Its not like its game breaking, its just cool.
Editor (Fiddle and Bow): You can put one of these blades in say, a fiddle. Technically, you cannot put it in
the bow that plays the fiddle. As a DM, I feel the RAI would allow that, so you could have a fiddle
with a knife out the bottom and a stiletto out of the bow. Would make fighting two handed fun.
Editor (Acceptable Instruments): Bagpipes, Banjo, Fiddle, Flute, Gong Hammer, Handbell, Hautbois,
Kettle Drum Mallets, Lute, Mandolin, Shawm, Recorder, and Whistle-Pipe.

IUAK
- FROSTBURN (3.5)
Exotic One-Handed Melee Weapon
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x4
Weight: 4 lb
Type: S
An iuak is a heavily weighted machete-shaped blade, usually made of bone or stone. While it makes an
excellent weapon, its primary purpose is to cut through and destroy ice and other hard materials. If used
against an object, an iuak ignores the first 3 points of hardness possessed by the object.
Editor: If you like sundering, then you need to take a look at this. However, since you are most likely using
it against objects, you dont actually need to be proficient in the weapon to use it for the hardness
ignoring properties. So buy it for the hardness over coming, not as a weapon. Oh, and its got a great
Critical range.

JAMBIYA
- RACES OF FAERUN (3.0)
Martial Light Melee Weapon
Cost: 4 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: 18-20/x2
Weight: 2 lb
Type: S
This hooked dagger, common among the Calishites and Zakharans, leaves long, thin wounds in its target.
Editor: Great crit range, lousy damage.

JAVELIN
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Thrown Weapon
Cost: 1 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 30 ft
Weight: 2 lb
Type: P
This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. 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.
Editor: Not just a throwing weapon, its ammunition for the icechucker. Same range, but a 1d10 instead of
1d6. Otherwise, it does have good range, the problem is it sucks in melee.

JAVELIN, HOWLER
- SAVAGE SPECIES (3.0)
Exotic Thrown Ammunition (Javelin)
Cost: 2 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 30 ft
Weight: 2 lb
Type: P
Made from the quill of a howler, this weapon performs as a normal javelin with an additional function. An
opponent hit by a howler javelin must make a Reflex save (DC 16) or have the javelin break off after
lodging in his or her flesh. A lodged javelin imposes a 1 circumstance penalty on attacks, saves, and
checks. Removing the javelin deals 1d6 additional points of damage. Howler javelins that hit a target
cannot be recovered. Howler javelins that miss their target have a 50% chance of breaking on impact,
rendering them useless. Since a howler javelin is not crafted for melee, all characters are treated as not
proficient with it and thus take a 4 penalty on their melee attack rolls.
Editor: How is this exotic? I dont get it. So unless you are loading it into an icechucker, forget about it.
That said, as icechucker ammo, its nice since it will do an extra 1d6 when you remove it.

JAVELIN, SPINNING
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Thrown Weapon
Cost: 2 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Range: 50 ft
Weight: 2 lb
Type: P
This light, flexible spear intended for ranged attacks resembles a standard javelin except for the spiral
grooves that run down its length. You can loop a throwing string around the shaft (the other end is tied to
your finger). The string imparts spin to the javelin upon release, improving the weapons accuracy, range,
and penetrating power by permitting a harder cast. Looping a string around the javelin is a move-equivalent
action that provokes an attack of opportunity. Tying a casting string around your finger is a full-round
action that provokes an attack of opportunity, but the same string is reused for multiple javelins. The javelin
can be thrown without spinning it, in which case its damage, range, and threat range are those of a standard
javelin. If used in melee, treat the spinning javelin as a standard javelin.
Editor: A little extra damage for a feat. Meh. Also, there is no point in using these in an icechucker.

JITTE
- ORIENTAL ADVENTURES (3.0)
Exotic Light Melee Weapon
[SMW]
Cost: .5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 2 lb
Type: B
Disarm: +2
With a jitte, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy
(including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy). A monk using
a jitte can strike with her unarmed base attack bonus, including her more favorable number of attacks per
round, along with other applicable modifiers. This is considered a special monk weapon.
Editor: +2 to disarm and you can disarm as part of a flurry of blows. Meh.
Editor (History): The Jitte was a symbol of authority, used in place of a badge to indicate that the holder
was a man of importance. In feudal Japan, it was a crime punishable by death to bring a sword into the
shogun's palace. This law applied to almost everyone, including the palace guards. Due to this
prohibition, several kinds of non-sword, defensive weapons were carried by palace guards. The jitte
proved particularly effective and evolved to become the symbol of a palace guard's exalted position.

JOVAR
- PLANAR HANDBOOK (3.5)
Exotic Two-Handed Melee Weapon
Cost: 500 gp
Damage (s): 2d4
Damage (m): 2d6
Critical: 18-20/x2
Weight: 13 lb
Type: S
Named for the layer of Celestia on which the city of Yetsira sits, the exotic weapon known as a jovar is the
preferred weapon of the Heavenly Citys archon guards. The greatsword-like weapon is weighted oddly,
but in the hands of a trained wielder, the blows landed with the blade are more likely to deal considerable
damage.
Editor: Although not as silly as the greathammer or shotput, this is also just a pile of numerals: 2d6
damage with an 18-20/x2 threat. Largest damage dice of any weapon with 18-20/x2? Anyone know of
a bigger one? For style points, wield one as an evil character and graffiti the blade to warp the Celestial
writing on it into something blasphemous. With high damage and a high threat range, this is a
respectable pure damage dealing weapon. Buy a Scabbard of Keen Edges.

KAKITA KATANA
- ORIENTAL ADVENTURES (3.0)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 9,400 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 6 lb
Type: S
The master smiths of the Kakita family claim that they produce the finest blades in the Empire. A Kakita
katana is made of exceptionally fine steel, durable and flexible, and is able to withstand the passage of a
thousand years. The master smiths use only Hida steel in their blades, claiming that it far outshines any
other in the Empire. A Kakita blade is distinguished by its light weight and flexibility, and by the fine lines
of bluish damask running down the cutting edge, causing the entire blade to shine with a slight tint. These
blades are usually bestowed only upon samurai who have proven their honor and courage, and only very
rarely upon samurai who are not of the Crane clan. A non-magical Kakita katana has a natural +2
enhancement bonus.
Editor: So, if it has an EB, then it does damage to both to hit and damage. So this +2 is not part of the
magic to give the weapon any WSAs, however, since it comes with +2 EB, you do not have to buy any
EB to add to the weapon should you choose to make it magical. That means you can add +10 in WSAs.
Heres the downside, if you do want to add any WSAs EBs, they dont stack with the non-magical EBs
that come with the weapon, but whod want to? Thats what buff spells are for.

KAMA
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Light Melee Weapon
[Droppable, SMW, Tripping]
Cost: 2 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 lb
Type: S
The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
Because of a kamas shape, you can use it to make trip attacks. If you are tripped during your own trip
attempt, you can drop the kama to avoid being tripped.
Editor: A monk tripping weapon. So why cant I do the same thing with my feet for free? Oh yeah, I can
drop this is I need to.

KATANA
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- ORIENTAL ADVENTURES (3.0)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 400 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 6 lb
Type: S
While functionally a bastard sword, this sword is the most masterfully made non-magical weapon in
existence. It counts as a masterwork weapon and grants its wielder a +1 bonus on attack rolls. A katana is
too large to use in one hand without special training; thus, it is an exotic weapon. A Medium creature can
use a katana two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
With Exotic Weapon Proficiency (katana), a Medium creature can use it in one hand. A masterwork
weapons bonus on attack rolls does not stack with an enhancement bonus on attack rolls.
Editor: A masterwork bastard sword by another name. I almost wish they had made it special instead of
just ditto-bastard sword. Now if you are going to pick up that skill Iaijutsu focus, thats another story.
If your DM allows the skill, take it and the feat to use this weapon. Buy the Focus WSA and get your
ninja on. +9d6 rocks my shallow, self-centered world. Also Eager is a must, because you can only use
this when you attack a flat footed target.
Editor (Iaijutsu Focus[cha]): Use this skill to gather your personal energy (ki) in an iaijutsu duel. If you
attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage,
based on the result of an Iaijutsu Focus check. In addition, if you and your opponent both agree to
participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the
ensuing combat. In an iaijutsu duel you and your opponent make opposed Iaijutsu Focus checks, and
the winner accumulates extra damage dice according to the accompanying table. You can also use
Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra
damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter
objects.
Iaitjutsu Focus Check Result (Extra Damage): 1014 +1d6, 1519 +2d6, 2024 +3d6, 2529 +4d6, 30
34 +5d6, 3539 +6d6, 4044 +7d6, 4549 +8d6, 50+ +9d6 (maximum)

KAU SIN KE
- ORIENTAL ADVENTURES (3.0)
Exotic One-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 4 lb
Type: B
Also called a whipping chain, this weapon is a length of four to six short iron bars connected by links of
chain.
Editor: Its a chain weapon, so is subject to WSAs that only work on chains.

KAWANAGA
- ORIENTAL ADVENTURES (3.0)
Exotic One-Handed Melee Weapon
[Double, Droppable, Finesse, Reach-NM, Tripping]
Cost: 10 gp
Damage (s): 1d2/1d2
Damage (m): 1d3/1d3
Critical: x2
Weight: 1 lb
Type: B or S
Disarm: +2
A kawanaga is a length of light chain with a weight at one end and a sharp-bladed grappling hook on the
other. It can be whirled quickly, striking with hard blows from either end. One end can also be swung out to
entangle an opponent. The kawanaga can be used either as a double weapon or as a reach weapon. You can
fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-
handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent. If you use the
kawanaga as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other
weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the
kawanaga effectively; you cannot use it as a double weapon. Because the kawanaga can wrap around an
enemys leg or other limb, you can make trip attacks with it. If you are tripped during your own trip
attempt, you can drop the chain to avoid being tripped. When using a kawanaga, you get a +2 bonus on
your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed
if you fail to disarm your opponent). You can use the Weapon Finesse feat to apply your Dexterity modifier
instead of your Strength modifier to attack rolls with a kawanaga. A kawanaga also serves as a climbing
tool. It is the equivalent of 10 feet of rope with a grappling hook attached.
Editor: Its a chain weapon that is double or reach or can be wielded with two hands, or trip, or use finesse,
or do just about anything, except damage the target. But, if you want to get weird, theres just about
everything you can do with this puppy. This is the second double one-handed weapon. I still dont
know what that means.

KHOPESH
- ARMS AND EQUIPMENT GUIDE (3.0)
- DEITIES AND DEMIGODS (3.0)
- SANDSTORM (3.5)
Exotic One-Handed Melee Weapon
[Droppable, Tripping]
Cost: 16 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 4 lb
Type: S
You can use the hooked blade of a khopesh to make trip attacks. If you are tripped during your own trip
attempt, you can drop the khopesh to avoid being tripped.
Editor: You can trip, nice crit range, needs a feat. Meh.

KHOPESH, DOUBLE
- SANDSTORM (3.5)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 30 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: 18-20/x2
Weight: 8 lb
Type: S
A double khopesh is a double weapon. You can fight with it 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 creature wielding a double khopesh in one hand cant
use it as a double weapononly one end of the weapon can be used in any given round. A double khopesh
can be used to make trip attacks like a normal khopesh.
Editor: Meh.

KNEE BLADE
- COMPLETE SCOUNDREL (3.5)
Martial Light Melee Weapon
[Hidden]
Cost: 20 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: P
Held within the greaves of a suit of armor, a knee blade extends with a quick upward thrust of the knee.
The flat of the blade rests against the bearers thigh, allowing for full range of movement. Treat a knee
blade as a short sword.
Editor: Its that -2 that makes it suck, but otherwise is yet another weapon to put WSAs on.

KNIFE, DROW LONG
- MAGIC OF EBERRON (3.5)
- SECRETS OF XENDRIK (3.5)
Exotic Light Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Range: 10 ft
Weight: 2 lb
Type: P
The drow long knife is a slender blade resembling a short sword in length and weight, but balanced for
throwing like a dagger or smaller blade. This design makes the weapon more difficult to wield than a
normal dagger, but makes it far more deadly in the hands of a skilled user. The drow favor the long knife
for its versatility in the running battles they fight through the jungles of Xendrik. Because it inflicts more
grievous wounds than a dagger but can still be thrown, many drow also favor it as an off-hand weapon
(often wielding matched long knives). Most drow who wield the drow long knife will take the Drow
Skirmisher feat (see page 109), but other characters who take Exotic Weapon Proficiency (drow long knife)
can apply the benefit of Weapon Focus (dagger) or Weapon Specialization (dagger) to their attacks with a
drow long knife.
Editor: Meh.

KNIFE, DESERT THROWING
- SANDSTORM (3.5)
Exotic Thrown Weapon
Cost: 3 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Range: 15 ft
Weight: 1 lb
Type: P
A desert throwing-knife is unwieldy for melee combat. Even if you are proficient with this weapon, you
take a 2 penalty on attack rolls and damage rolls when using it in melee.
Editor: Its like a drow long knife that sucks in melee.

KUKRI
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
Cost: 8 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 18-20/x2
Weight: 2 lb
Type: S
This heavy, curved knife has its sharp edge on the inside of the curve.
Editor: Nice dagger.

KUSARI-GAMA
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- ORIENTAL ADVENTURES (3.0)
Exotic Light Melee Weapon
[Droppable, Reach-NM, Tripping]
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 3 lb
Type: S
Disarm: +2
This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can
strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an
adjacent foe. It can be used in all respects like a spiked chain for trip attacks, disarming other foes, and
using its wielders Dexterity modifier instead of her Strength modifier in attack rolls.
Editor: Spiked Chain, but Light instead of 2-handed. Not great but a lot of fun IMHO. Great for TWFers.
A spiked chain that you can wield in one hand! Okay, okay, you cant Power Attack with it, but still,
this is a solid weapon. All the other goodies of the spiked chain wrapped in a cute little package called
light weapon. Two-weapon Fighting with these can be barrels of fun. A one handed reach weapon,
which is useful for certain builds. The Spinning Sword is superior, but comes from a more obscure
source.

KYLIE
- SANDSTORM (3.5)
Exotic Thrown Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 20 ft
Weight: 5 lb
Type: B
This weapon is a heavy, curved throwing stick, 3 to 4 feet long, used for hunting and as a weapon of war.
The shape of the weapon allows it to travel great distances in flat arcs.
Editor: Sucks.

LAJATANG
- COMPLETE WARRIOR (3.5)
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Double, SMW]
Cost: 90 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x2
Weight: 7 lb
Type: S
The lajatang is a staff with a crescent-shaped blade at each end. A lajatang is a double weapon. You can
fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties
associated with fighting with two weapons: a one-handed weapon and a light weapon. A monk who is
proficient with the lajatang can treat it as a special monk weapon, as described in the monk class
description. Each end counts as a separate weapon for the purpose of the flurry of blows ability, similar to
how the quarterstaff works.
Editor: Its a great deal of effort for not a lot of payoff.

LANCE
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Reach]
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 10 lb
Type: P
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike
opponents 10 feet away with it, but you cant use it against an adjacent foe. While mounted, you can wield
a lance with one hand.
Editor: Not exotic, but everyone who is proficient should keep one on their mount. You never know when
double damage from a charge might come in handy. And like the Kusari-Gama, it's a one handed reach
weapon (when you're mounted.) How something that came up is, why cant you set a lance to receive a
charge? Well, a lance always does double damage when you are mounted, so there is no point in
setting a lance because you are already doing double damage. When you charge, it goes up to triple
(Multipliers are added together.)

LANCE, FLIGHT
- RACES OF FAERUN (3.0)
Martial Two-Handed Melee Weapon
[Set, Reach]
Cost: 6 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 30 ft
Weight: 6 lb
Type: S
This is a 10-foot wooden shaft topped by blade. The back end is fletched to keep the lances flight true.
This weapon is normally used with a charge while flying, hurled at the bottom of a swoop maneuver to
impale the target. It may be used as a melee weapon as if it were a shortspear.
Editor: Weird things happen when you go from 3.0 to 3.5, and this is one of those weird things. When you
are mounted, the weapon is a reach weapon. When you are dismounted, it loses its reach and is treated
as a Spear (Not a shortspear, because 3.0 shortspear became spear in 3.5), and thus you can set to
receive a charge when you are on the ground, but not while you are mounted. Furthermore, it remains a
two-handed weapon when you are mounted, unlike the regular lance that becomes one handed when
mounted. Finally, this thing has a range of 30 ft, which is 10 feet better then the spear. Also, despite
the text, there is nothing stopping you from throwing it while you are walking around, making it one of
the better throw-able melee weapons out there. All this and its a martial weapon as well.

LANCET, GEHENNAN
- PLANAR HANDBOOK (3.5)
Martial Light Melee Weapon
Cost: 7 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 18-20/x2
Weight: 3 lb
Type: P
The lancet is somewhat similar to a punching dagger, but it is weighted to deliver extra clout. The lancet is
a popular criminal weapon in the streets of the Crawling City on Gehenna.
Editor: Stabbity!

LASSO
- BOOK OF EXALTED DEEDS (3.5)
- RACES OF FAERUN (3.0)
Exotic Thrown Weapon
[Droppable, Tripping]
Cost: 1 gp
Damage: -
Critical: -
Range: 10 ft
Weight: 3 lb
Type: -
A lasso is an entangling weapon that deals no damage, but it entangles only parts of an opponents body.
When you use a lasso to entangle your opponents arms, you make a ranged touch attack against your
target. A lassos maximum range is 30 feet. If you hit, the target is partially entangled, taking a 2 on attack
rolls and a 4 penalty on effective Dexterity. The creatures speed is not reduced, and it can still charge or
run, but if you control the trailing rope by succeeding at an opposed Strength check while holding it, the
lassoed creature can only move within the limits that the rope allows. If the lassoed creature attempts to
cast a spell, it must succeed on a DC 15 Concentration check or be unable to cast the spell. The lassoed
creature can escape with a DC 20 Escape Artist check as a full-round action. The lasso has 2 hp and can be
broken with a DC 23 Strength checkalso a full-round action. Alternatively, you can use a lasso to make
trip attacks. If you are tripped during your own trip attempt, you can drop the lasso to avoid being tripped.
Editor: Using a lasso is a ranged touch attack that imposes a -2 to attack rolls and -4 on Dex (no Save).
Excellent to use with assassination WSA and dexterity draining poison.

LIQUID EMBERS
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 600 gp
Alchemy DC: 25
Damage (direct): 3d6
Damage (splash): 1d6
Range: 10 ft
Weight: 1 lb
Liquid embers is a sticky adhesive goo not unlike alchemists fire, except that liquid embers contains ash or
soot of an object burned with fire from the Elemental Plane of Fire. A flask of liquid embers can be thrown
as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit
deals 3d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1d6
points of fire damage from the splash. On the round following a direct hit, the target takes an additional 3d6
points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames
before taking this additional damage. Extinguishing the flames requires a DC 17 Reflex save. Rolling on
the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the
flames automatically smothers the fire.
Editor: Expensive, but nice effect. Meh.

LIQUID LIGHT
- CITYSCAPE (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 25 gp
Alchemy DC: 22
Weight: 1 lb
This viscous fluid is a bright yellow hue and glows faintly in the dark. A flask of liquid light can be thrown
as a splash weapon. Treat this as a ranged touch attack with a range increment of 10 feet. A direct hit
imposes a 8 penalty on the target's Hide checks; anyone within 5 feet is splashed and takes a 4 penalty.
The paint glows for 1d4 hours, then fades. It can be washed off with soap and water; this takes 3d4
minutes.
Editor: Is the bad guy getting away? Track him anywhere.

LIQUID SALT
- SANDSTORM (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 200 gp
Damage (direct): 2d6 desiccation
Damage (splash): 1d4 desiccation
Range: 10 ft
Weight: 1 lb
This deadly supernatural substance can be used as a splash weapon. A direct hit deals 2d6 points of
desiccation damage (2d8 points to plants or elementals with the water subtype). Every creature within 5
feet of the point where the flask hits takes 1d4 points of desiccation damage from the splash (1d6 points to
plants or elementals with the water subtype). Liquid salt is always carried in a glass container.
Editor: Ouch. Now theres non-standard damage I can get behind. As long as its living, and especially if
its a plant, it will hate this crap. A bit pricy for a starting PC, but it keeps its value up until you start
encountering undead.

LIQUID SMOKE (EKITAI KEMURI)
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Flask)
Cost: 20 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 1/4 lb
Liquid smoke creates thick, opaque smoke when exposed to air. The smoke fills a 10-foot cube. The smoke
dissipates naturally after 1 round. The smoke obscures all sight, including darkvision, beyond 5 feet. A
creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures separated by 10
feet of smoke have total concealment (50% miss chance, and the attacker cannot use sight to locate the
target). Making liquid smoke requires the Alchemy skill (DC 20).
Editor: Ironically, this is better at making smoke then a smoke bomb.

LIQUID SUNLIGHT
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 20 gp
Alchemy DC: 30
Range: 5 ft
Weight: 1 lb
Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that
contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet.
Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts
and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after
exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight
pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly
harmed by daylight.
Editor: Meh. If I was hunting vampires, I might pick this if I was broke. Being dazzled isnt that big of a
deal, to be honest. Trying to kill a vampire with these will more then likely get you killed.

LONGAXE
- COMPLETE ADVENTURER (3.5)
Exotic Two-Handed Melee Weapon
[Reach]
Cost: 35 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: x3
Weight: 15 lb
Type: S
A longaxe looks like a greataxe with an elongated haft. This feature makes the weapon awkward to wield
by those unfamiliar with its use, but those proficient with the weapon can use the hafts extra length to
attack foes more than 5 feet away as long as they are willing to forgo precision in favor of dealing extra
damage. If you are proficient with the longaxe, you can treat it as a reach weapon any time you use the
Power Attack feat to shift 3 or more points of your attack bonus from attack to damage. When you use a
longaxe in this manner, you can strike opponents 10 feet away with it, but you cannot use it against an
adjacent foe. Because you determine the use of the Power Attack feat for an entire turn, you must wield the
longaxe as either a reach weapon or a normal weapon until the beginning of your next turn once you make
the decision. You cannot wield it as both a reach weapon and a normal weapon in the same turn. Characters
proficient with the longaxe can treat it as a greataxe for the purpose of any of the following feats: Greater
Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon
Specialization.
Editor: Its the reach/not-reach weapon! Its the exotic feat tax that kills it for me. Meh.

LONGBOW
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Ranged Weapon
Cost: 75 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 100 ft
Weight: 3 lb
Type: P
Ammo: Arrows
You need at least 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 bonus for high Strength, you can apply it to damage rolls when you use a composite longbow
(see below) but not a regular longbow.
Editor: Core NPC weapon, PCs will only use this on the first level if they can't afford a Composite
Longbow. A Composite Longbow is better in every respect even if you have absolutely no Strength to
add to the damage.

LONGBOW, AQUATIC
- STORMWRACK (3.5)
Martial Ranged Weapon
Cost: 400 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 60 ft (10 ft underwater)
Weight: 3 lb
Type: S
Ammo: Arrow
Made by the aquatic elves, the aquatic longbow functions as a normal ranged weapon out of the water, with
a 60-foot range increment. Underwater, it has a range increment of 10 feet, but it does not take the normal
penalty for a ranged attack through water. If you have the Aquatic Shot feat, the aquatic longbows range
increment improves to 30 feet underwater. Aquatic longbows are favored by aquatic elves.
Editor: This number is the only projectile weapon that can be used underwater without extreme penalties.
The range increment underwater is only 10' (on water 60'), but that's quickly fixed by Ranged Weapon
Mastery, Far Shot and Dragonbone (and Aquatic Shot), giving you a nice 75' range increment
underwater; that makes the weapon actually workable there, allowing you to shoot at targets with mere
1-2 increments before you're in melee. Extra benefit, underwater cover is very rare so it's relatively
easy to gain a real benefit of your range as long as you have means to spot the opponents far away.
Aquatic Longbow shares Weapon Focus-tree with Longbow.

LONGBOW, AQUATIC COMPOSITE
- RACES OF FAERUN (3.0)
Martial Ranged Weapon
Cost: 500 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 60 ft (10 ft underwater)
Weight: 3 lb
Type: P
Ammo: Aquatic Arrow
This weapon, favored by aquatic elves, employs a special kelp string that dampens vibration and
turbulence. The aquatic longbow functions as a normal longbow except when sea arrows are fired from it
underwater. In this case, the weapon fires with the listed range increment and no penalty for being
underwater (ranged attacks underwater ordinarily suffer a 2 penalty on attack rolls for every 5 feet of
water they pass through). The above is the base cost for a +0 Str bow. The cost for a higher strength rating
is 600 gp for +1, 700 gp for +2, 800 gp for +3, and 900 gp for +4.
Editor: To use this you need to use special aquatic arrows. You cannot use any other type of arrow with
this bow underwater. That is the difference between this and the ordinary aquatic longbow.

LONGBOW, COMPOSITE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Ranged Weapon
Cost: 100 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 110 ft
Weight: 3 lb
Type: P
Ammo: Arrows
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while
mounted. Composite bows are made from laminated horn, wood, or bone and built with a re-curve,
meaning that the bow remains bow-shaped even when unstrung. 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 cant 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
(representing an especially heavy pull) 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. For instance, a composite longbow (+1
Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp. For example, Tordek has
a +2 Strength bonus. With a regular composite longbow, he gets no modifier on damage rolls. For 200 gp,
he can buy a composite longbow (+1 Str bonus), which lets him add +1 to his damage rolls. For 300 gp, he
can buy one that lets him add his entire +2 Strength bonus. Even if he paid 400 gp for a composite longbow
(+3 Str bonus), he would still get only a +2 bonus on damage rolls and takes a 2 penalty on attacks with it
because his Strength is insufficient to use the weapon to best advantage. The bow cant grant him a higher
bonus than he already has. For purposes of weapon proficiency and similar feats, a composite longbow is
treated as if it were a longbow. Thus, if you have Weapon Focus (longbow), that feat applies both to
longbows and composite longbows.
Editor: The core weapon in Traditional Archery, it's a Martial Weapon so the proficiencies are aplenty, it
has a great range, decent damage and falls the in the sweet spot in most ways. You'll always use
Composite Longbow over the normal Longbow once you are past level 1 and can afford it, just for the
Strength to damage, but also for the extra range. Composite Longbow shares Weapon Focus-tree with
Longbow.

LONGBOW, ELVENCRAFT
- RACES OF THE WILD (3.5)
Simple Two-Handed Melee Weapon
Cost: +300 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: x2
Type: B
One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach.
Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not
always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made
the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven
ingenuity, these weapons work just as well as melee weapons as they do as ranged weapons. An elvencraft
bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as
a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The
wielder incurs no penalty on attack rolls when using an elvencraft bow as a melee weapon. A character
wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When
wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the
weapon. Magical enhancements to an elvencraft bow only affect its use as a bow. Enhancements to the
melee capabilities of the weapon must be added separately. An elvencraft bow costs 300 gp more than a
normal bow.
Editor: There is no reason not to buy this if you use a longbow

LONGSPEAR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Two-Handed Melee Weapon
[Reach, Set]
Cost: 5 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 9 lb
Type: P
A longspear has reach. You can strike opponents 10 feet away with it, but you cant use it against an
adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a
successful hit against a charging character.
Editor: Reach. Pokey stick.

LONGSTAFF
- COMPLETE ADVENTURER (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 15 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: x2
Weight: 6 lb
Type: B
As its name implies, the longstaff is a longer version of the quarterstaff. The extra length makes the weapon
much more difficult to use, but those skilled in its use are better able to protect themselves from multiple
attackers when fighting cautiously. If you are proficient with the longstaff and you fight defensively or
employ the total defense combat maneuver, you cannot be flanked for the rest of the round. This benefit
also applies if you are proficient in the weapon, have the Combat Expertise feat, and shift at least 2 points
of your attack bonus to AC for the round. A longstaff is a double weapon. You can fight with it 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 fighting with a one-handed weapon and a light weapon. You can also
strike with either end singly. A creature wielding a longstaff in one hand cant use it as a double weapon
only one end of the weapon can be used in any given round. The longstaff is a special monk weapon. This
designation gives a monk wielding a longstaff special options. Characters proficient with the longstaff can
treat it as a quarterstaff for the purpose of any of the following feats: Greater Weapon Focus, Greater
Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.
Editor: If you fight defensively or use Combat Expertise while using this weapon, you cant be flanked.
Screw you Rogues

LONGSWORD
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 4 lb
Type: S
This classic, straight blade is the weapon of knighthood and valor. It is a favorite weapon of many paladins.
Editor: For the standard weapon used by most melee people in D&D, it actually sort of sucks.

LONGSWORD, MERCURIAL
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic One-Handed Melee Weapon
Cost: 400 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x4
Weight: 6 lb
Type: S
As the mercurial greatsword, except that in non-proficient hands, the shifting mass and feel of the blade
penalizes the wielder by an additional 2 penalty on attack rolls, beyond the normal 4 non-proficiency
penalty for using an exotic weapon untrained.
Editor: Mercurial weapons just exotic Scythe/Picks with slightly more damage, nothing too astounding.
Editor (Breakdown): Mercurial merely takes what the weapon is and makes it a x4 critical, nothing more. I
see no reason a DM could not allow a Mercurial X weapon, as long as weapon X is a long slashing
weapon.

LUCERNE HAMMER
- ARMS AND EQUIPMENT GUIDE (3.0)
Martial Two-Handed Melee Weapon
[Reach]
Cost: 12 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x4
Weight: 10 lb
Type: P
This polearm resembles a pick on a pole and is designed to puncture heavy armor.
Editor: It doesnt do what its supposed to do very well. Its got reach. Im not very impressed with it,
being a very middle of the road weapon. I suppose the x4 critical makes up for it.
.

LUTE-BOW
- CITYSCAPE (3.5)
Martial Ranged Weapon
Cost: 250 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Range: 40 ft
Weight: 5 lb
Type: P
Ammo: Arrow
Search DC: 30
The upper layer of wood to which the strings are attached can be rotated with a standard action, so that the
strings now lie perpendicular to the lute itself. The wood and the strings are treated to offer extra strength
and resistance, allowing them to flex like a bow. Although it is held horizontally, like a crossbow, it is a
hand-fired weapon, so it resembles a shortbow in usage. DC 30 to find.
Editor: Well, if you are a sneaky assassin with some serious poison, this could work. However, if you want
to see something weird, check out the entry on instrument blade. Considering the description of the
weapon requires that it be flexible, I do not think you can combine a lute-bow and an instrument blade.
An instrument bayonet on the other hand is affixed to the lute, so I see no reason those two cannot
work together.
Editor (Lute): This is from Song and Silence (3.0). This ancestor of the guitar has a pear-shaped bowl and
a distinctive bent neck with frets for fingering. Between four and eight strings stretch between the base
of the bowl and the top of the neck. Lutes vary between 30 and 36 inches in length, with the bowl
taking up some two-thirds of that total. The musician either strums or plucks the strings to produce
music. A highly versatile instrument because of its wide range of notes and inflection, the lute is
accessible to the beginner but capable of great subtlety in the hands of a master. The deep bowl gives it
a rich, full sound unlike that of any other stringed instrument. It is by far the most popular instrument
with hards, especially half-elf and human ones.
Editor (Bardic Music): The most popular of the three prime bardic instruments, the lute enables a
performer to maintain one bardic music or virtuoso performance effect while initiating another. Thus, a
bard could maintain inspire competence on one listener while using suggestion on another.

LYNXPAW
- RACES OF THE WILD (3.5)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Finesse, Tripping]
Cost: 30 gp
Damage (s): 1d4 (P)/1d3 (S)
Damage (m): 1d6 (P)/1d4 (S)
Critical: 18-20/x2 (P)/x3 (S)
Weight: 4 lb
Type: P or S
Disarm: +2
A lynxpaw is a double weapon, consisting of a length of finely wrought steel chain with a blade similar to a
rapier at one end and a spiked weight at the other. A character can fight with it as if fighting with two
weapons, but if he does, he incurs all the normal attack penalties associated with fighting with two
weapons, as if using a one-handed weapon and a light weapon. The lynxpaws rapier end is a piercing
weapon that deals 1d6 points of damage (1820/x2). The lynxpaws spiked weight end, which resembles a
feline paw with the claws extended (hence the name), is a slashing weapon that deals 1d4 points of damage
(x3). A character can use either end as the primary weapon; the other end becomes the off-hand weapon. A
creature wielding a lynxpaw in only one hand cant use it as a double weapon and can only use one end of
the weapon in any given round. A proficient character can make trip attacks with a lynxpaws chain. If he is
tripped during his own trip attempt, he can drop the lynxpaw to avoid being tripped. When using the
lynxpaws chain, the character gets a +2 bonus on opposed attack rolls made to disarm an opponent
(including the roll to avoid being disarmed himself if such an attempt fails). A character can use the
Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with a
lynxpaw sized for him, even though it isnt a light weapon.
Editor: One weird and ineffective exotic double weapon. It does have a wide selection of alternate features
to make up for the fact its damage sucks.

MACE, DOUBLE
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 125 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x2
Weight: 25 lb
Type: B
A stout shaft with a spiked, cylindrical head at each end, this is a double weapon. You can fight with it as if
fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting
with two weapons as if you are using a one-handed weapon and a light weapon. A creature wielding a
double weapon in one hand cant use it as a double weapon.
Editor: It sucks. Next.

MACE, HEAVY
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple One-Handed Melee Weapon
Cost: 12 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 8 lb
Type: B
A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.
Editor: A good standby if you dont have the ability to use martial weapons.

MACE, LIGHT
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Light Melee Weapon
Cost: 5 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 4 lb
Type: B
A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.
Editor: Better then a dagger as far as Im concerned.

MANCATCHER
- COMPLETE WARRIOR (3.5)
Exotic Two-Handed Melee Weapon
[Grappling, Nonlethal, Reach]
Cost: 20 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 8 lb
Type: B
City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who
hits a target of its size or one size category smaller than it with a mancatcher can immediately attempt to
grapple (as a free action) without provoking an attack of opportunity. Any grapple check you make using a
mancatcher includes the mancatchers enhancement bonus (if any) and any other bonuses you might have
on attack rolls with the weapon (such as from the Weapon Focus feat). If you grapple a target with a
mancatcher, you are considered grappling, but unless your target can reach you, he cant attempt to attack
you, damage you, or pin you. You can escape the grapple automatically by releasing the target as a standard
action. In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to
force his target to the ground (the equivalent of a trip attack, though no attack roll is necessary). The
mancatcher is a reach weapon and cannot be used against adjacent opponents.
Editor: Gives you a free Grapple attempt when you hit your enemy. Also, as long as your enemy cant
reach you, they cant attack you or do anything other then attempt to move or escape from the grapple.

MANOPLE
- SANDSTORM (3.5)
Exotic Light Melee Weapon
[Shield, Undroppable]
Cost: 35 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 1 lb
Type: S or P
Resembling a sai with blades, a manople is actually a gauntlet worn over your hand. Since it is worn this
way, however, you cannot carry anything else in that hand, nor can you use it to cast spells or use skills. A
manople gives you a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even
on a round in which you make an attack with the manople. If you lack the appropriate Exotic Weapon
Proficiency feat, you do not retain the shield bonus to AC, as you would with a spiked shield. A manople
has no armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a manople can be
enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.
An opponent cannot use a disarm action to disarm you of this weapon. The cost and weight given are for a
single manople.
Editor: Wow! A weapon and a shield that doesnt lose its shield bonus while you are attacking with it! Of
course, this requires you to be a TWF in order to take advantage of it, but besides that, its an excellent
choice. Its begging to be made out of mithral to get rid of that arcane spell failure chance. If you do,
this weapon moves up to purple as a wizards best friend. Its a shield you can stack enchantments on,
its a weapon you can stack enchantments on, you cant be disarmed, and it leaves your other hand free
for spellcasting. Sweet.

MANTI
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Two-handed Melee Weapon
Cost: 15 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 9 lb
Type: P
A manti is a shortspear with four additional spear heads that project vertically from the shaft, creating a star
pattern of five blade heads instead of just a single forward-pointing blade. The advantage of the unusual
blade arrangement is that you can make one additional attack of opportunity during the round.
Editor: An extra AoO is awesome, pity you have to use this weapon. Consider using WSAs so that you can
use it one handed then just hold it in your off hand.

MARBLES
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Caltrops)
Cost: .2 gp
Range: 5 ft
Weight: 2 lb
About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are
commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down
and see which way it rolls), or as a non-damaging alternative to caltrops. One bag covers an area 5 feet
square. The marbles make an attack roll (base attack bonus +0) against the creature when they enter. For
this attack, the creatures shield, armor, and deflection bonuses do not count. (Deflection averts blows as
they approach, but it does not prevent a creature from touching something dangerous). If the creature is
wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the marbles succeed on the attack, the
creature has stepped on one. The caltrop deals 1 point of damage, and the creatures speed is reduced by
one-half because its foot is wounded. This does no damage. A charging or running creature must
immediately stop if it steps on a marble. Any creature moving at half speed or slower can pick its way
through a bed of marbles with no trouble. . The DM judges the effectiveness of marbles against unusual
opponents. A Small monstrous centipede, for example, can slither through an area containing marbles with
no chance of hurting itself, and a fire giant wearing fire giant-sized boots is immune to normal-size
marbles. (They just get stuck in the soles of his boots)
Editor: Cheap. Buy a bunch to keep in a handy haversack. Spreadem out when you are having an ambush.
Editor (Rules): When throwing the marbles, you aim for a given square. If you aim for a square that
someone is already in, it has no effect on them. The target AC is 5. If you miss, the marbles are to
widely scattered to be a threat. These rules apply to medium sized creatures. I double theyd be
effective against a larger creature, like a horse, but thats a DMs call.

MAUL
- ARMS AND EQUIPMENT GUIDE (3.0)
- COMPLETE WARRIOR (3.5)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 20 lb
Type: B
A maul is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency
feat). A character can use a maul two-handed as a martial weapon.
Editor: Its an exotic one-handed weapon that qualifies for uncanny blow and greater mighty wallop.

MAQUAHUITL
- MONSTER MANUAL 4 (3.5)
Exotic Two-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: 19-20/x4
Weight: 30 lb
Type: B
Dark Talon lizardfolk champions wield weapons they call maquahuitl. These martial weapons are
greatclubs embellished with teeth or claws so that they deal piercing damage as well as bludgeoning
damage.
Editor: Now heres a pile of numbers. If you like taking chances, this has a fairly good spread of random
damage. I dont know, I just like the 1d12.

MISTER
- DROW OF THE UNDERDARK (3.5)
Simple Ranged Weapon
Cost: 150 gp
Damage: By Ammo
Range: 5 ft (Max 5 ft)
Weight: - lb
Ammo: Poison, Potions
This small steel hand-held device can contain a single dose of poison or a potion. As a standard action that
does not provoke attacks of opportunity, you can use it to deliver that dose in droplet form to any single
target within 5 feet as a ranged touch attack. The mister is an effective vehicle for both contact and inhaled
poisons. Ingested poisons allow the victim to attempt a DC 15 Reflex save to avoid contact with the mist
and escape the poisons effect. Mister-borne injury poisons are effective only if the victim is wounded and
hasnt been treated with a Heal check. If the mister delivers a potion, that potion can be used against an
adjacent creature that breathes. You can automatically do this to yourself or to a willing or disabled subject.
Oils, salves, and elixirs cannot be delivered through a mister. Refilling a mister requires a full-round action
and provokes attacks of opportunity.
Editor: Here we have the only means of successfully using an ingested poison in combat. Cool.

MORNINGSTAR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple One-Handed Melee Weapon
Cost: 8 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 6 lb
Type: B and P
This simple weapon combines the impact of a club with the piercing force of spikes.
Editor: A good choice if you can only use simple weapons.

MOTELIGHT
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 20 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
This flask contains a clear liquid filled with faintly glowing sparks of light. You can throw a flask of
motelight as a splash weapon. When it strikes a hard surface, a flask of motelight creates a small area filled
with rapidly moving sparks. The sparks are distracting, but they cause no damage. Creatures within a 5-foot
radius attempting to cast a spell must succeed on a Concentration check (DC 5 + spell level) or lose the
spell. If the caster must make a Concentration check for another reason, the motelight applies no additional
penalty.
Editor: Concentration checks are usually fairly easy to overcome.

MUSPELRULE
- PLANAR HANDBOOK (3.5)
Simple Light Melee Weapon
Cost: 2 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1 lb
Type: B
Originally designed as a punishment rod for Muspelheim fire giant children, this light, club-like shaft is
strong enough to be used as a weapon.
Editor: Blunt dagger. Meh.

NAGAIKA
- MASTERS OF THE WILD (3.0)
Exotic One-Handed Melee Weapon
[Droppable, Reach-15, Tripping]
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 4 lb
Type: S
Disarm: +2
The nagaika is a leather lash studded with glass. Unlike the whip, it deals normal damage and can damage
armored foes. Although you keep it in your hand, treat it as a projectile weapon with a maximum range of
15 feet and no range penalties. Because the nagaika can wrap around an enemys leg or other limb, you can
make trip attacks with it. You can drop it to avoid being tripped during your own trip attempt. You also
gain a +2 bonus on your opposed attack rolls when using the nagaika to disarm an opponent (including the
roll to keep from being disarmed if your attempt tails).
Editor: No threat range, so no AoO, but you can hit people out to 15 and do normal damage. Sweet. Pity
its an exotic weapon. This is a whip weapon for applying WSAs.

NAGAIKA, MIGHTY
- MASTERS OF THE WILD (3.0)
Exotic One-Handed Melee Weapon
[Droppable, Reach-15, Tripping]
Cost: (+1) 225 gp, (+2) 325 gp, (+3) 425 gp, (+4) 525 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: (+1) 5 lb, (+2) 6 lb, (+3) 7 lb, (+4) 8 lb,
Type: S
Disarm: +2
A character who takes Exotic Weapon Proficiency (nagaika) is also proficient with the mighty nagaika.
This weapon is made of exceptionally strong leather, which allows the user to apply his or her Strength
bonus on damage rolls (within the weapons limit).
Editor: You use dex to hit and you need this to add str damage. A pity whips dont give you triple reach or
something. This is a whip weapon for applying WSAs.

NAGAMAKI
- ORIENTAL ADVENTURES (3.0)
Martial Two-Handed Melee Weapon
Cost: 8 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x3
Weight: 10 lb
Type: S
The nagamaki is a polearm similar to the naginata, but somewhat shorter. It is commonly used by mounted
samurai.
Editor: I think lance is better because you can use it one handed mounted. Then again, this is slashing. I
suppose it depends on what you need it for. This has no reach, BTW.

NAGINATA
- ORIENTAL ADVENTURES (3.0)
Martial Two-Handed Melee Weapon
[Reach]
Cost: 10 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 15 lb
Type: S
A naginata has reach. You can strike opponents 10 feet away with it, but you cant use it against an
adjacent foe.
Editor: Its just a glaive. The oringal glaive is cheaper by 2 gp and 5 pounds lighter. Meh.

NEKODE
- ORIENTAL ADVENTURES (3.0)
- UNDERDARK (3.5)
Exotic Light Melee Weapon
[SMW, Undroppable]
Cost: 5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 2 lb
Type: P
This exotic weapon is a strap or glove fitted with spikes in the palm. It is favored both as a weapon and as a
climbing tool by many inhabitants of the Underdark. Your opponent cannot use a disarm action to disarm
you of a nekode, and an attack with it is considered an armed attack. A nekode is a special monk weapon,
so a monk wielding it has special options. Using a pair of nekodes while climbing gives you a +1
circumstance bonus on Climb checks. This bonus stacks with the +2 bonus you get from using a climbers
kit.
Editor: You can put gauntlet only WSAs on it and it gives you bonuses to climb. Worth a look.

NET
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Thrown Weapon
Cost: 20 gp
Damage: N/A
Critical: N/A
Range: 10 ft
Weight: 6 lb
Type: N/A
A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to
entangle enemies. When you throw a net, you make a ranged touch attack against your target. A nets
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 DC 15 Concentration check 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. For instance, a Small character wielding a net can entangle Tiny, Small, or Medium
creatures. 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.
Editor: Using a net is a ranged touch attack (maximum range of 10 feet) that imposes a -2 to attack rolls
and -4 to Dex, 1/2 movement, and you cant charge or run (no Save).

NINJA-TO
- ORIENTAL ADVENTURES (3.0)
Exotic Light Melee Weapon
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
Exotic Light Melee Weapon
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 10 ft
Type: B
Exotic Ranged Weapon
Damage (s): 1
Damage (m): 1
Critical: x2
Range: 10 ft
Type: P
Ammo: Blowgun Needle
The ninja-toa short, straight sword similar to a wakizashiis the standard sword of the ninja. True to a
ninjas methods, the scabbard of the ninja-to is a multipurpose tool. It is open at both ends, allowing it to be
used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be
used as the rung of a ladder or even as a weapon (use the statistics for a club).
Editor: Is it a nice weapon, but the scabbard is whats impressive about this. Its a rare triple weapon. A
Shortsword, a club and a blowgun. While the three weapons are not that impressive, it gives to many
options, which is what ninjas need.

NOTBORA
- MONSTER MANUAL 2 (3.0)
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 20 gp
Damage (s): 1d8/1d8
Damage (m): 1d10/1d10
Critical: x2 (B) or 19-20/x2 (S)
Weight: 2 lb
Type: B or S
This Huge exotic double weapon looks like a big quarterstaff with a crook at one end. It is made by
desmodu. A notbora has a hinge in the middle so that it can be folded for storage. The wielder can unfold
the weapon and lock the hinge by pressing a hidden catch (a free action when drawing the notbora). The
notboras straight end is actually a sheath that can be removed to reveal a blade. The hooked end can be
used to make trip attacks. A wielder who is tripped during his or her own trip attempt can drop the notbora
to avoid being tripped. The hooked end is a blunt weapon that deals double damage on a critical hit and
threatens a critical hit on an attack roll of 20. With the sheath in place, the straight end functions the same
way. With the sheath removed, the straight end is a slashing weapon that deals double damage on a critical
hit and threatens a critical hit on an attack roll of 19 or 20.
Editor: As per the conversion rules, Its a huge exotic weapon. Alas, to bring it up to 3.5 standards, we
need to shrink it down to large, which reduces the damage. You might think you could wield it with an
exotic weapon proficiency, but since it already is an exotic weapon, you cant shrink the number of
hands that way. Originally, the weapon did: (s) 1d10/1d10, (m) 2d6/2d6. Still, this is a BIG pile of
numbers.

NUNCHAKU
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 2 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 lb
Type: B
Disarm: +2
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special
options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including
the roll to avoid being disarmed if such an attempt fails).
Editor: While the ninja turtles made this look cool, all it does is give you a bonus to disarm. Still, its a
light weapon, but it needs an exotic feat to work.

OCANTHUS KNIFE
- PLANAR HANDBOOK (3.5)
Simple Light Melee Ammunition (Ocanthus Knife)
Cost: 450 gp
Alchemy DC: 25
Damage (s): 1d8
Damage (m): 2d6
Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Type: P or S
Ocanthus knives are actually alchemically stabilized shards of magically charged black ice gathered from
the fourth layer of Acheron. An ocanthus knife has all the melee weapon characteristics of a dagger, except
for the following: On a successful strike, a Medium ocanthus knife deals 2d6 points of damage (a Small
knife deals 1d8, and a Large knife deals 3d6). After striking a foe, the knife loses its stability and
immediately shatters and melts, gone but for telltale oily residue.
Editor: Very expensive for a one use item. Under the rules, a version of this knife that wasnt one use
would be 22,500 gp. Thats a boat load of gold for only 2d6 damage. That said, its a one use knife
which means you can enchant it like ammunition. So if you plan on killing someone and you are going
to do it in one shot, and you dont want a weapon to exist afterwards, this is the weapon for you. May I
recommend assassination and slather on the nastiest Con damage poison you can find? Hell, add
poison WSA on top of that. Also, its ammunition and a melee weapon, so that should lend to some
interesting combinations. And dont forget that daggers have range. May I recommend exit wound as
well?
Editor (Ocanthus): It really should have been made as a special material that you could use to make any
metal weapon out of. If you do allow an Ocanthus Greatsword, it turns the weapon into ammunition,
the damage increases as if the weapon was three times larger then it is.

OLEUM
- SANDSTORM (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 30 gp
Range: 10 ft
Weight: 1 lb
A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly
common in the waste. Though it forms underground, oleum is generally found in surface pools in areas of
barren waste terrain. You can use a flask of oleum as a splash weapon. Use the rules for alchemists fire,
except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully. Burning oleum is hard to put out, granting a 4 penalty on the
Reflex save to extinguish the fire. The oleum burns away within 4 rounds (eliminating the penalty on
putting out the fire). Raw oleum burns readily, but it is smoky when it does so. The smoke created by
burning oleum is heavy smoke, so a wide area of open air is required for the substance to burn safely.
Every round when raw oleum burns, it produces enough smoke to fill a 5-foot cube. For this reason, oleum
is typically used only in lamps made to burn outdoors. The smoke drives away flying insects. Oleum is also
used to lubricate moving parts; a flask of it can cover a 5-foot square, provided that the surface is smooth.
A creature can walk within or through an area of oleum at half normal speed by making a DC 10 Balance
check. Failure means it cant move that round, while failure by 5 or more means it falls prone. If an area of
oleum is ignited, it burns for 4 rounds and deals 1d3 points of fire damage to each creature in the area. A
quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus on Escape
Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. Oleum applied
in this manner also acts as insect repellent, protecting you from normal vermin (such as those summoned
by insect plague) and granting a +4 bonus to Armor Class against vermin. A creature with oleum on its
hands takes a 4 penalty on grapple checks or any task requiring a solid grip, including attack rolls with
weapons. A roll of 1 on the attack means the oleum-coated creature drops the slippery weapon. When
worn, oleum is uncomfortable and unpleasant. You take a 2 penalty on Fortitude saves against natural heat
effects. Further, oleum makes you quite flammable, granting a 4 penalty on saves against supernaturally
hot effects and any attack involving fire, including Reflex saves to put yourself out after catching fire.
When subjected to a fire-based attack that does not normally cause subjects to catch on fire, you must make
a DC 14 Reflex save or catch on fire. As indicated above, oleum burns away after 4 rounds. An ounce of
oleum can substitute for the material component usually used for a grease spell.
Editor: Oil tar D20. Wow, its got a thousand and one uses. They forgot to mention you can turn it into
plastic and jump start your d20 modern campaign. That said, its much more expensive then regular
oil, but it burns twice as long and can act as a smoke screen. Definitely one to include in your
backpack at low levels. Add a flash grenade on the far edge of the burning oleum and maybe you can
convince your DM that only your enemies are blinded, you should be fine because the smoke blocks
the flash. Personally, I want to know why my Alchemists fire isnt made out of oleum, because I like
that -4 to your reflex save. That would be well worth the extra 20 gp, dont you think?

OIL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: .1 gp
Damage (direct): -
Damage (splash): 1d3 fire
Range: 10 ft
Weight: 1 lb
A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for
alchemists fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown,
there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover
an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3
points of fire damage to each creature in the area.
Editor: Cheap. Very Cheap. No reason you cant have a few flasks of this to burn down a wooden door, or
finish off that regenerating troll.

OIL CHAMBER
- DUNGEONSCAPE (3.5)
Accessory
Cost: +1,000 gp
Range: 10 ft
Weight: - lb
Ammo: Flask
An oil chamber is a tiny vessel attached to the hilt of a weapon, the inside of a shield, or either forearm of a
suit of armor. You can fill the chamber with any magic or alchemical oil as a full-round action. Sealing the
oil inside the chamber creates pressure, such that opening the chamber again a swift action) causes the oil
to spray out over the armor or weapon. In this way, you can apply the oil to your equipment quickly and
efficiently. You cannot open a full chamber without having the oil spray, however, so filling the chamber is
a commitment to applying the oil to that armor or weapon at some point in the future. Filling an oil
chamber with poison is a bad idea. Whoever is wielding or wearing the equipment is automatically exposed
to the poison as it sprays out. However, it is safe to fill a chamber with trollbane assuming that you are
not a troll. Unlike most modifications, an oil chamber can be added to an existing weapon, shield, or armor
fairly easily. Weapons and shields can support one oil chamber, but a suit of armor can hold two (one on
each forearm). You can build an oil chamber into a missile weapon, such as a crossbow, in such a way that
the oil sprayed affects the loaded missile, rather than the weapon.
Editor: On the expensive side for what is does, its still worth it to combine with a weapon capsule
retainer.

OIL, BLISTER
- RACES OF STONE (3.5)
Application
Cost: 15 gp
Alchemy DC: 25
Range: 5 ft
Weight: 1/2 lb
Blister oil is a highly refined alchemical liquid that causes painful blisters upon contact. To use it, a thin
coat must be applied to a surface, such as a sword hilt or door handle. One application covers roughly a 6-
inch-by-6-inch square area. Once applied, it remains effective for 2d4 hours. Each vial of blister oil
contains 1d8 applications. When the oil touches bare skin, the victim must make a DC 15 Fortitude save to
avoid painful red blisters that spring up on the affected area of skin, dealing 1d4 points of damage per
application used. In addition, the victim takes a 2 penalty on Dexterity based checks, including Reflex
saves, for 2d4 days. Magical healing applied to this damage removes the blisters and the penalty. Natural
healing can remove the damage normally, but the penalty on Dexterity-based checks remains until magical
healing is applied or the 2d4 days elapse.
Editor: Can you or cant you apply it against a weapon? I see no reason why you cant. It would, of course,
only be good for one blow. However, its strange they did not specifically list that option. As a DM, I
would rule that you clearly can, and would find is an awesome addition to any weapon, since it lasts
for so long. A whopping 15 gp for an average of 4.5 applications of 1d4 points of no-save damage
and a possible Debuff is awesome.

PANTHER CLAW
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Light Melee Weapon
Cost: 75 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x3
Weight: 3 lb
Type: P and S
Disarm: +4 circumstance bonus
The panther claw looks much like a punch dagger with two extra blades. The weapon retains the punch
daggers deadly force, and the extra blades are useful for disarming opponents. Wielders proficient with the
panther claw gain a +4 circumstance bonus when making disarm attempts with it.
Editor: If you like to disarm, this is the weapon for you. Combined with triple dagger, it grants a whopping
+7 to disarm. Excellent choice at low levels.

PERCOLATOR
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Ranged Weapon
Cost: 1 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Range: 5 ft (max 5 ft)
Weight: 1 lb
Ammo: Boiling Beverage
Considered the most important part of a mess kit, a percolator boils water to make coffee and other, more
exotic hot drinks. If used in desperation as a weapon, the contents of a full boiling percolator deal 1d3
points of heat damage (max range 5 feet).
Editor: And we have my vote for weirdest weapon. Note, I do not include any improvised weapons on this
list, only actual weapons. The way this is written up, throwing the boiling water is actually an attack,
not an improvised weapon. It SHOULD BE, but its not written that way. And so, we have the
percolator. Having researched it, it should take between 1d3 minutes to get the water boiling, at which
time it has one charge of hot water to throw at someone. So, for a larger or small percolator, Id
have the number of random minutes be equal to the damage dice, but roll them separately. All said, as
a DM, unless you have a strange player who likes weird things, just rule it an improvised weapon and
be done with it.

PICK, DIRE
- COMPLETE WARRIOR (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 30 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x4
Weight: 12 lb
Type: P
A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is too
large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A
character can use a dire pick two-handed as a martial weapon.
Editor: Im not impressed with the damage, but the critical is somewhat redeeming.

PICK, HEAVY
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
Cost: 8 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x4
Weight: 6 lb
Type: P
A pick is designed to concentrate the force of its blow on a small area. A heavy pick resembles a miners
pick but is specifically designed for war.
Editor: Meh.

PICK, LIGHT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x4
Weight: 3 lb
Type: P
A pick is designed to concentrate the force of its blow on a small area. A light pick resembles a miners
pick but is specifically designed for war.
Editor: Meh.

POLE, ENTANGLING
- BOOK OF EXALTED DEEDS (3.5)
Exotic Two-Handed Melee Weapon
[Grappling, Reach]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 5 lb
Type: Piercing
The entangling pole is a highly specialized weapon, used to catch and entangle an opponent without
causing great harm. It is normally used to hook and catch the clothing of an opponent. When you use an
entangling pole in this way, you make a grapple attack without provoking an attack of opportunity. You
make a melee touch attack with the weapon to grab the targets clothing. This attack does not work
against a character in heavy armor, or against most monsters that do not wear clothing (though it does work
against a monster with shaggy fur). If the touch attack is successful, you make an opposed grapple check,
using the size modifier for the entangling pole (+4 for a two-handed weapon) instead of your own size. If
you win the opposed check, you have a hold on the target, but you do not deal any damage. If you lose, you
fail to start the grapple. To maintain the grapple, you do not need to move into your opponents space. The
entangling pole holds your opponent 10 feet away from you. While you maintain the grapple, you do not
have the option to damage or pin your opponent. Your opponent can try to escape or wriggle free, attack
with a light weapon, or cast a spell with no somatic components and a casting time of 1 standard action. An
entangling pole can also be used as a normal weapon, dealing the damage shown on Table 31 but not
entangling the opponent. An entangling pole has reach. You can strike opponents 10 feet away with it, but
you cant use it against an adjacent foe.
Editor: Its a mancatcher but its more limited and sucks.

POLE, GRASPING
- BOOK OF EXALTED DEEDS (3.5)
Exotic Two-Handed Melee Weapon
[Grappling, Nonlethal, Reach]
Cost: 8 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 5 lb
Type: Bludgeoning
The grasping pole is a pole arm designed to capture opponents with a minimum of harm. A wielder who
hits a Small or Medium opponent with a grasping pole can immediately initiate a grapple (as a free action)
without provoking an attack of opportunity. In addition to the normal options available to a grappler, the
wielder of a grasping pole can attempt to pull his target to the ground (the equivalent of a trip attack,
though no attack roll is necessary). A grasping pole has reach. You can strike opponents 10 feet away with
it, but you cant use it against an adjacent foe.
Editor: Another mancatcher.

POLEAXE, HEAVY
- COMPLETE WARRIOR (3.5)
Exotic Two-Handed Melee Weapon
[Reach, Set]
Cost: 20 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x3
Weight: 15 lb
Type: P or S
A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you cant use it against an
adjacent foe. Normally, you strike with the heavy poleaxes axe head, but the spike on the end is useful
against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal
double damage if you score a hit against a charging creature.
Editor: Now were talking. Nice reach, good damage. Not a big fan of exotic weapon feat tax, but hey, you
get what you pay for.

POWDERED SILVER
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 20 gp
Alchemy DC: 20
Range: 5 ft
Weight: 1 lb
This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere.
A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet.
Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, the
pellet bursts and sprays out the powder within. Any creature with damage reduction that is overcome by
silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet
(a DC 12 Fortitude save negates the sickened condition, but not the damage). Other creatures take no
damage from a powdered silver pellet.
Editor: Sickening is only a -2 modifier, so cost to benefit ratio is low.

PURE ELEMENT, AIR
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 1,000 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Each flask of pure element contains a small amount of the essence of an Elemental Plane painstakingly
recreated from ancient alchemical formulas. The bearer can pour this substance upon other beings or
objects by making a melee touch attack (which provokes attacks of opportunity), or hurl it as a thrown
weapon that targets a creature. The pure element contained within then bonds with whatever it touches,
temporarily altering the target in a fashion dependent on the elements nature. The effects of the pure
element last for 10 minutes, unless otherwise noted. This clear liquid does not seem to flow from the flask
as much drift from it. Objects or creatures exposed to pure element air weigh only one-half their normal
weight; creatures so affected gain a +2 bonus on Climb and Jump checks but take a 2 penalty on damage
rolls. Elementals with the air subtype that are exposed to this pure element gain a +2 enhancement bonus to
Constitution. Elementals with the earth subtype, as well as objects made of earth or stone, take 2d6 points
of damage (this effect overcomes the damage reduction or hardness of such creatures or objects).
Editor: As an attack, its not so good. As a wall dissolver, not so bad..

PURE ELEMENT, EARTH
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 1,000 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Each flask of pure element contains a small amount of the essence of an Elemental Plane painstakingly
recreated from ancient alchemical formulas. The bearer can pour this substance upon other beings or
objects by making a melee touch attack (which provokes attacks of opportunity), or hurl it as a thrown
weapon that targets a creature. The pure element contained within then bonds with whatever it touches,
temporarily altering the target in a fashion dependent on the elements nature. The effects of the pure
element last for 10 minutes, unless otherwise noted. This grayish-brown ooze looks like ordinary mud.
Objects or creatures exposed to pure elemental earth weigh twice their normal weight; creatures so affected
take a 2 penalty on Balance, Climb, Jump, Ride, Swim, and Tumble checks. The creature also gains
damage reduction 1/adamantine. Elementals with the earth subtype that are exposed to this pure element
gain a +2 enhancement bonus to Constitution. Elementals with the air subtype take 2d6 points of damage
(this effect overcomes the damage reduction of such creatures).
Editor: As far as combat goes, its a lousy choice. The benefits far outweigh (no pun intended) the costs.
Unless you happen to be attacking an air elemental, in which case his could be of use. Still, for the
cost, I can come up with a far cheaper source of 2d6 points of damage

PURE ELEMENT, FIRE
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 1,000 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Each flask of pure element contains a small amount of the essence of an Elemental Plane painstakingly
recreated from ancient alchemical formulas. The bearer can pour this substance upon other beings or
objects by making a melee touch attack (which provokes attacks of opportunity), or hurl it as a thrown
weapon that targets a creature. The pure element contained within then bonds with whatever it touches,
temporarily altering the target in a fashion dependent on the elements nature. The effects of the pure
element last for 10 minutes, unless otherwise noted. This bright orange-yellow liquid bursts from the flask
like an explosion. A creature or object exposed to pure elemental fire takes 1d6 points of damage and
catches fire unless it succeeds on a DC 15 Reflex save. A creature or object that catches fire takes 1d6
points of fire damage per round for 5 rounds. The flames may be extinguished only by exposure to pure
elemental water. Elementals with the fire subtype that are exposed to this pure element gain a +2
enhancement bonus to Constitution. Elementals with the water subtype take double the initial fire damage
dealt by this substance, but do not catch on fire unless they are wearing flammable items.
Editor: What an expensive way to burn something.

PURE ELEMENT, WATER
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 1,000 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
Each flask of pure element contains a small amount of the essence of an Elemental Plane painstakingly
recreated from ancient alchemical formulas. The bearer can pour this substance upon other beings or
objects by making a melee touch attack (which provokes attacks of opportunity), or hurl it as a thrown
weapon that targets a creature. The pure element contained within then bonds with whatever it touches,
temporarily altering the target in a fashion dependent on the elements nature. The effects of the pure
element last for 10 minutes, unless otherwise noted. This liquid appears to be a deep blue, almost indigo
water. Living creatures exposed to pure elemental water must make a DC 10 Constitution check or begin
drowning. Each round thereafter until 1 minute has elapsed, the DC increases by 1. Elementals with the
water subtype that are exposed to this pure element gain a +2 enhancement bonus to Constitution.
Elementals with the fire subtype take 2d6 points of damage.
Editor: This really, truly sucks.

QUARTERSTAFF
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Two-Handed Melee Weapon
[Double, SMW]
Cost: 0 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: x2
Weight: 4 lb
Type: B
The quarterstaff is the favorite weapon of many characters, from travelers, peasants, and merchants to
monks, rangers, and wizards. A quarterstaff is a double weapon. You can fight with it 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. You can also strike with
either end singly, a fact that allows you to take full advantage of openings in your opponents defenses. A
creature wielding a quarterstaff in one hand cant use it as a double weapononly one end of the weapon
can be used in any given round. The quarterstaff is a special monk weapon. This designation gives a monk
wielding a quarterstaff special options.
Editor: Actually, its a buck-and-a-quarterstaff, but I dont have to tell HIM that.

QUICKRAZOR, GNOME
- RACES OF STONE (3.5)
Exotic Light Melee Weapon
Cost: 45 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1 lb
Type: S
The gnome quickrazor is a fast, flashy weapon favored by gnome bards, because it allows them to hold an
instrument, attack with a weapon, and still keep one hand free for spellcasting. In addition, many two-
weapon-wielding spellcasters find it a perfect off-hand weapon because it allows them to keep their
primary weapon in hand and still cast spells with their off hand. The quickrazor features a light, wide knife
blade with a very small hilt. The weapon is worn tied to the wielders wrist in a specially designed sheath.
When you attack with a quickrazor, you flick it out in a quick, slashing circle, catching the hilt in your hand
at the end of the arc and then snapping it back into its rest. Because of this flicking technique, drawing a
quickrazor is always a free action, but at the end of your action, you must stow the quickrazor in order to
use it properly again on your next turn. Stowing the weapon after attacking with it in this fashion is a free
action. Because you must stow the quickrazor at the end of each attack with it, you are treated as unarmed
during other creatures actions. If you draw a quickrazor and simply wield it instead of using its intended
attack method, it counts as an improvised weapon, imposing a 2 penalty on attack rolls even if you have
the appropriate Exotic Weapon Proficiency feat. Quickrazors are easier to conceal than most weapons, and
they grant a +4 bonus on Sleight of Hand checks to conceal them. Quickrazors grant a +2 bonus on Bluff
checks made to feint in combat. Attaching a quickrazor and sheath to your wrist so that it can be wielded
properly is a full-round action that provokes attacks of opportunity. A character can have only one
quickrazor attached to each wrist at a time.
Editor: Free action to draw AND put away? Its like giving you an extra hand. Best used with Iajutsu
Focus cheese.

RAMHAMMER
- PLANAR HANDBOOK (3.5)
Exotic Two-Handed Melee Weapon
[Range]
Cost: 100 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 15 lb
Type: B
This long-handled hammer is an exotic weapon favored among some dwarves of Nidavellir, the third layer
of Ysgard. It is treated as a melee weapon with 10-foot reach, though the wielder doesnt threaten the area
into which he can make an attack. Using a ramhammer provokes attacks of opportunity, just as if the
wielder had used a ranged weapon. Because of the wide hammer head and the considerable force a trained
wielder can bring to bear using leverage, its possible to make bull rush attacks with this weapon. When
using a ramhammer, a wielder does not have to enter his foes square (and thus does not provoke attacks of
opportunity for this move, though, as noted above, the wielder provokes attacks of opportunity from
adjacent foes as if making a ranged attack). The wielder gains a +2 bonus on his opposed Strength check. If
the wielder has the Improved Bull Rush feat, he gains the noted +4 bonus on his opposed Strength check
(but the ability to avoid attacks of opportunity for entering his foes square is irrelevant).
Editor: A really fun weapon that lets you bull rush at range. Thats cool. Not sure if Id ever use it, but
cool.

RANSEUR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Reach]
Cost: 10 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x3
Weight: 12 lb
Type: P
Disarm: +2
A ranseur has reach. You can strike opponents 10 feet away with it, but you cant use it against an adjacent
foe. With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the
roll to avoid being disarmed if such an attempt fails).
Editor: Reach disarm as a martial weapon. Worth looking at. I wonder if it would work with a triple
dagger. Youd have to give this the balanced WSA so you could use it one handed, but technically you
dont need reach with the triple dagger. It just works if you are holding it. Double check with your
DM.

RAPIER
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
[Finesse, NSM]
Cost: 20 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 2 lb
Type: P
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 isnt a light weapon. You cant wield a rapier in two
hands in order to apply 1-1/2 times your Strength bonus to damage.
Editor: Ah, if you like being Errol Flynn, this is the weapon for you. Its got style, grace, and actually isnt
that impressive, but it does have a REALLY nice crit range. If you are a low strength character and
depend on your dex, take a look at this.

RAPIER, QUICKBLADE
- COMPLETE ADVENTURER (3.5)
Exotic One-Handed Melee Weapon
[Finesse, NSM]
Cost: 75 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 3 lb
Type: P
Disarm: +2
Quickblade rapiers are longer and thinner than normal rapiers, with specially tapered blades and carefully
balanced pommels. The design makes the weapon more difficult to wield properly than a normal rapier, but
it allows those skilled in the weapons use to disarm opponents more easily and to feint more effectively in
combat. Most quickblade rapiers are at least masterwork in quality. If you are proficient with the
quickblade rapier, you gain a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll
to avoid being disarmed if such an attempt fails). You also gain a +2 circumstance bonus on Bluff checks
made to feint in combat. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of
your Strength modifier to attack rolls with a quickblade rapier sized for you. You cant use a quickblade
rapier in two hands to apply 1- 1/2 times your Strength modifier to damage. Characters proficient with the
quickblade rapier can treat it as a rapier for the purpose of any of the following feats: Greater Weapon
Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.
Editor: A feat to allow you a +2 to disarm? Meh.

RAZOR SKIPDISK
- FROSTBURN (3.5)
Exotic Thrown Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Range: 30 ft
Weight: 2 lb
Type: S
A razor skipdisk is a flat, circular disk of metal with a razor sharp rim. One surface of the razor skipdisk is
slightly convex and smooth, while the other is concave with a small knob protruding from the center. You
attack with a razor skipdisk by gripping the knob and then hurling it so the convex surface skips and slides
across the ground toward its target. If the ground between you and your target is solid, flat, and relatively
free of obstructions, the razor skipdisks range increment increases to 20 feet. If the ground is also icy, the
razor skipdisk skips even more readily over the frozen ground and its range increment increases to 30 feet.
If you use a razor skipdisk to attack an airborne target, its range increment is always 10 feet.
Editor: That is a very expensive rock to throw away. Really nice crit range, however.

RAZORED ARMOR
- UNDERDARK (3.5)
Martial Light Melee Weapon
Cost: +50 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: +10 lb
Type: S
Armor razors are sharp, jagged blades that can be added to armor in the same way that armor spikes can.
When you wear a suit of armor equipped with armor razors, you can deal extra slashing damage with a
successful grapple attack. The razors count as a martial weapon. If you are not proficient with them, you
take a 4 penalty on grapple checks when you try to use them. You can also make a regular melee attack
(primary or off-hand) with the razors, and they count as a light weapon in this case.
Editor (FAQ): Can I add both armor spikes and armor razors on the same suit of armor? Yes. You can
attack with either one, but not both at the same time.
Editor: If you got armor and can afford the extra weight, buy some of these. You can never have too many
weapons at the ready.

RED TIDEWATER
- PLANAR HANDBOOK (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 25 gp
Range: 10 ft
Weight: 1/2 lb
Harvested from areas of red tide on the Elemental Plane of Water, this water is full of an algae that can
cause temporary blindness if it gets into a living creatures eyes. A flask of red tidewater can be thrown as a
splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit
forces the target to make a DC 15 Reflex save or be blinded for 2d4 rounds. All those within 5 feet of the
point of impact must make a DC 10 Reflex save or be blinded for 1 round. Anyone who fails the save has
been exposed to blinding sickness.
Editor: At low levels, not so bad. Its a fairly easy save to make, however.

RIBBONWEAVE
- MAGIC OF EBERRON (3.5)
Exotic One-Handed Melee Weapon
[Finesse, NSM]
Cost: 70 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 3 lb
Type: S
This weapon appears to be a short cane or walking stick carved with abstract designs that give it a variety
of weird protrusions and handholds. In its normal form, the ribbonweave functions as a club, but it features
a catch that can be triggered as a free action, releasing a flexible sharp-edged metal ribbon from the end of
the stick. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength
modifier on attack rolls with a ribbonweave sized for you, even though it isnt a light weapon. You cant
wield a ribbonweave in two hands in order to apply 1-1/2 times your Strength bonus to damage rolls.
Ribbonweaves are popular among changelings because they are easily concealed. A DC 18 Search check is
required to determine that the ribbonweave is a weapon.
Editor: Yet another sneaky weapon. Not bad damage for an exotic weapon. I give it a few points for style.

RIPPER
- PLANAR HANDBOOK (3.5)
Martial Two-Handed Melee Weapon
Cost: 55 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: 19-20/x2
Weight: 9 lb
Type: P
A favorite on many levels of the Abyss, a ripper is a short shafted spear with grooves in its head designed
to improve the penetration of the point.
Editor: Its a piercing greatsword. Not bad. I would seriously consider adding this to the Changeling WSA.

RITIIK
- FROSTBURN (3.5)
Exotic One-Handed Melee Weapon
[Droppable, Tripping]
Cost: 5 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 6 lb
Type: P
A ritiik is a spear-like weapon with an additional hook-like blade protruding from the base of the spear
head. When you successfully hit a target with a ritiik, you can twist the weapon and hook this blade into the
targets flesh if the target fails a Reflex saving throw (DC 10 + the damage dealt). If you hook the target,
you can immediately make a trip attack against the target. If you fail, you can let go of the ritiik to avoid
the retaliatory trip attack. The damaged creature can pull the ritiik from its wound if it has two free hands
and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the ritiik
dealt. A character who succeeds on a DC 15 Heal check can remove a ritiik without further damage.
Editor: Like a harpoon, but without the throwing. If you successfully hit an enemy, the enemy must make a
Reflex Save. If it fails, you get a free Trip Attempt. Basically a weaker version of Knock-Down for
free. The extra damage is cool, but the exotic feat is not. Still, worth looking at.

RUST CUBE
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 100 gp
Alchemy DC: 30
Range: 5 ft
Weight: 1 lb
Made of rusty iron, rust cubes are sometimes disguised as dice. A rust cube can be thrown as a ranged
attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling stone.
When it strikes a hard surface, the cube shatters into a fine powder of rusted iron. An object or creature
made of metal that is hit by the rust cube immediately takes 1d6 points of damage (ignoring hardness), plus
an additional 1d6 points of damage each round for the next 2 rounds. A creature can wipe the dust off with
a move action.
Editor: Rust sucks and it destroys magic items. That said, when you need to ignore hardness, you could do
worse. Note, if used in a sling, it does not do any base damage.

SABER
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Martial One-Handed Melee Weapon
Cost: 20 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 3 lb
Type: S and P
A weapon of the Tuigan and the Nars, the saber is a long, heavy sword specialized for the long cuts used in
mounted combat. You gain a +1 circumstance bonus on your attack rolls when you use a saber while
mounted.
Editor: If you use a mount, chances are you are using a lance. These would be best for mounted units when
you dont want to spend too much on equipment on your army, but want them to have an edge. Once
you can afford anything better, ditch it. Still, a masterwork version would be a good investment when
your men are fighting against low level troops.

SAI
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 10 ft
Weight: 2 lb
Type: P
Disarm: +4
A sais prong-like extrusions are designed to help catch and disarm opponents weapons. If you attempt to
disarm your opponent using a sai, you gain a +4 bonus on the opposed attack roll. (You dont gain any
bonus if someone tries to disarm you of your sai). A monk using a sai can strike with her unarmed base
attack bonus, including her more favorable attacks per round, along with other applicable modifiers. This is
a special monk weapon.
Editor: One of the best weapons for disarming. Use with a triple dagger for maximum effect. Pity its
exotic.

SAND
- MONSTER MANUAL 3 (3.5)
Ammunition (Sand)
Cost: 0 gp
Weight: 5 lb
Any sand will work in a sand blaster. Since the sand blaster is used primarily by those who dwell in a
desert, sand costs nothing.
Editor: Yeah. Sand. Just a side note, where would you find masterwork sand if you wanted to enchant it as
ammo?

SAND BLASTER
- MONSTER MANUAL 3 (3.5)
Exotic Ranged Weapon
Cost: 30 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 5 lb
Type: S
Ammo: Sand
A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand,
doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by
itching skin and burning eyes, imposing a 4 penalty to AC and a 2 penalty on attack rolls for 3 rounds.
The save DC is Constitution-based. (It relies on the users ability to blow a hearty gust of air through the
tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of
ammunition is a full-round action.
Editor: Yes, the ammunition is free, it still sucks as a weapon.

SAND PIPE
- SECRETS OF XENDRIK (3.5)
Exotic Ranged Weapon
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Area: 15-ft cone
Weight: 3 lb
Type: S
Ammo: Sand Powder
Designed by the drow, this 2-foot pipe is constructed of segmented pieces of a scorpions tail, hollowed out
and made rigid. One end flares out slightly, while the other is smaller and contains a mouthpiece made
from a dream serpents fang. In the center of the pipe is a small reservoir chamber that can be filled as a
standard action. The pipe is designed to hold a number of different powders designed specifically for use in
this weapon. These powders deal no weapon damage, but instead have specific special effects. As a
standard action, you can blow the powder from the pipe in a 15 foot cone. A wind of strong force or greater
makes it impossible to use a sand pipe. One free hand is required to use the weapon, but two are required to
load it. Using or loading a sand pipe provokes attacks of opportunity.
Editor: How strange that the sand pipe cant fire sand, but sand that has been treated and turned into a sand
like substance. Still, its damn cool looking and the effect is scary when it comes out of the
underbrush. Not the most effective weapon, but its got some cool options.

SAND, BLINDING
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
This gritty black powder is made from finely ground sand and a small amount of powdered scorpion
venom. When this powder is blow from a sand pipe, those caught in the cone are blinded for 1d6 rounds
and take -2 penalty on search checks, Spot checks and ranged attack rolls for one hour. A successful DC 14
reflex save negates the blindness and reduces the duration of the penalty to 1 round. Creatures immune to
extra damage from critical hits are also immune to this effect.
Editor: Blinding people is awesome.

SAND, BURNING
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
This viscous white powder made from rare black crystals and the oil of a cactus found near lava fields,
burns when scattered in the air. When blown from a sand pipe, burning sand deals 1d6 points of fire
damage to creatures in the cone. Affected creatures take a -2 penalty on dexterity based checks for 1 hour.
A successful DC 14 reflex save halves the damage and negates the penalty. The penalty can also be negated
by washing the sand off, requiring 1 full round of complete immersion in water, or 1 gallon of water and 1
minute of effort. Creatures that take no damage from the powder, (thru resistance to fire, for example) take
no penalty.
Editor: Not as awesome as blinding someone, but combined with some fire-based WSAs, could be cool.
No pun intended.

SAND, SLUMBER
- SANDSTORM (3.5)
Simple Thrown Ammunition (Flask)
Cost: 30 gp
Range: 10 ft
Weight: 1 lb
Slumber sand is a supernatural hazard, but alchemists make a substance that mimics the hazards effects. A
target struck by a flask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute.
Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to
the effect. Slumber sand is more effective when a flask of it is used as an optional material component for
sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by
2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by
+1.
Editor: So, can I load this into a sand pipe? I dont know. As a DM, I would say, yes. If so, it works in a 15
foot cone and only affects up to 5 HD of critters. If secrets of Xendrik had slumber sand ammo for the
sand pipe, Id say no. But if there ever was a weapon that could shoot slumber sand, thats it. Oh, and it
is VERY economical.

SAND, SUNSCALD
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
Made from dried cactus flowers and the poison glands of a small desert spider, this pale blue powder causes
creatures that come into contact with it to grow weak and more vulnerable to intense heat. For 24 hours
after exposure, those hit by this powder take a -4 penalty on fortitude saves to resist the nonlethal damage
caused by extreme heat. Affected creatures that take nonlethal damage from heat exposure also take 1d4
points of strength damage. A successful DC 14 reflex save reduces the duration of the heat vulnerability to
1 hour.
Editor: Leave this for the NPCs. This is meant to torture players, not for players whos goal is to murder
the crap out of your enemies.

SANG KAUW
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Double, Shield]
Cost: 95 gp
Damage (s): 1d6/1d8
Damage (m): 1d8/1d8
Critical: x3
Weight: 10 lb
Type: P
A sang kauw is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you
incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-
handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large
creature using a sang kauw, cant use it as a double weapon. The buckler in the middle of the sang kauw
gives you a +1 shield bonus to your Armor Class if you attack with only one end of the sang kauw in a
round.
Editor: This is awesome. Its a good double weapon that comes with a shield. True, you cant use all three
at once, but if you can figure out how to use it with one hand, you can use one end to fight and the
other end as a shield. Nice.

SAP
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Light Melee Weapon
[Nonlethal]
Cost: 1 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 lb
Type: B
A sap comes in handy when you want to knock an opponent out instead of killing it. It does nonlethal
damage.
Editor: Whump.

SAPARA
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Light Melee Weapon
[Droppable, Tripping]
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 6 lb
Type: S
This ancient sword is a smaller version of the khopesh. You can use a sapara to make trip attacks with its
hook-like blade. If you are tripped during your own trip attempt, you can drop the sapara to avoid being
tripped.
Editor: Exotic weapon feat, bad. Off hand tripping, good.

SASUMATA
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Grappling, Nonlethal, Reach]
Cost: 300 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 8 lb
Type: B
The sasumata is a pole arm designed to capture opponents with a minimum of harm. A wielder who hits a
Small or Medium-size opponent with a sasumata can immediately initiate a grapple (as a free action)
without provoking an attack of opportunity. In addition to the normal options available to a grappler, the
wielder of a sasumata can attempt to pull his target to the ground (the equivalent of a trip attack, though no
attack roll is necessary). The sasumata has reach and cannot be used against adjacent opponents.
Editor: OAs version of the man catcher. Meh.

SCENTBREAKER
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Simple Thrown Ammunition (Calculus)
[Splash]
Cost: 5 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
This small bag contains either a collection of aromatic herbs or a strongly scented alchemical mixture.
Either version can confound any creatures sense of smell. You can toss the bag as a splash weapon with a
range increment of 10 feet, or you can scatter the contents someplace where a creature tracking by scent
will come across it. (It covers an area 5 feet square). Once scattered, the contents remain potent for 1 hour.
A creature can sniff the bags contents from a direct hit, from a splash, or from sniffing the area where the
contents were scattered. If struck by a direct hit, the creature must succeed at a Fortitude save (DC 18) or
lose its scent ability for 1 minute. After the minute is up, the creature must make a second Fortitude save
(DC 18) or lose its scent ability for another hour. Being splashed or sniffing the scattered contents has the
same effect, but the save DC is 15. A direct hit or splash affects only one creature of Small or larger size.
The contents affect all creatures of Tiny or smaller size in the 5-foot square where a bag of scentbreaker
strikes. Note: The Alchemy DC to make scentbreaker is 15. If you have 5 or more ranks in Profession
(herbalist), you get a +2 synergy bonus on checks to craft it.
Editor: I hate dogs.

SCIMITAR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 4 lb
Type: S
The curve on this blade gives it the effect of a keener edge.
Editor: Meh.

SCIMITAR, DOUBLE
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 125 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: 18-20/x2
Weight: 15 lb
Type: S
The curved blades of the double scimitar are used most effectively when spinning and twirling with the
weapon. Despite its size, the weapon benefits more from quick, precise movement than from brute force.
The double scimitar is a double weapon. You can fight with it as if fighting with two weapons, but if you
do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a
one-handed weapon and a light weapon. A creature using a double weapon in one hand cant use it as a
double weapon.
Editor: Slightly better crit range. Nothing to write home about.

SCIMITAR, GREAT
- SANDSTORM (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 200 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 18-20/x2
Weight: 8 lb
Type: S
A great scimitar is too large to use in one hand without special training (the appropriate Exotic Weapon
Proficiency feat). You can use a great scimitar two-handed as a martial weapon. Great scimitars are most
often the personal weapons of heroes, crafted as masterwork weapons and inscribed with the heros deeds
and the weapons name on the blade. Such names commemorate a great event in the heros life, such as
The Blade of the Hundred-Day Sandstorm.
Editor: Meh.

SCIMITAR, VALENAR DOUBLE
- EBERRON CAMPAIGN SETTING (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 125 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: 18-20/x2
Weight: 15 lb
Type: S
The elves of Valenar use a dangerous and exotic double weapon with curving scimitar blades on each end.
You can fight with a double weapon as if fighting with two weapons, but if you do, you incur all the normal
attack penalties as if using a one-handed weapon and a light weapon. A creature using a double weapon in
one hand, such as a Large creature using a Medium double scimitar, can't use it as a double weapon.
Editor: The elves make a sucky double scimitar. Use the one two above this one instead. It has no
redeeming value, EXCEPT, it technically is a racial weapon. Even as a martial weapon it sucks.

SCISSORS SWORD
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Grappling]
Cost: 100 gp
Damage (s): 2d6
Damage (m): 2d8
Critical: 19-20/x2
Weight: 25 lb
Type: S
Designed for use by six-armed mariliths, this sword uses a complex, hinged arrangement of three blades
and three hilts. A scissors sword requires six arms to use effectively. On a successful critical hit, a
proficient wielder may choose to grapple the opponent with two of the blades (+2 to wielders grapple
check). If the grapple check is successful, the opponent is considered grappled and the wielder may
automatically deal 1d8 points of damage against that grappled opponent in each round from the third blade.
The wielder cannot attack other targets while using the grappling function.
Editor: Technically its a two handed weapon, but the special rules for the weapon says you need six to
wield it. It is the editors opinion that no matter how many hands it says the weapon is, to use the
weapon you need six, period. It always needs six, no matter how you adjust the size of the weapon
because thats in the special text.
Editor (Useful WSAs): Dancing is a good choice for this one. Not a big fan of everbright, but thematically
it fits with the flashing blades. Fleshgrinding also seems to be a good fit, regardless of a successful
grapple. All grappler weapons can benefit from smoking. Keen (+1) and Stalactite (+3) would go well
together. Stygian level drains three times a day, which seems to fit this weapons theme. Finally, it just
screams to me as a natural fit for whirling. It may not have the reach, but its got the damage.
Editor (Running With Scissors): Okay, Assuming that you want to go with RAW over RAI, there is a way
to wield this thing as a normal humanoid. Balanced (+2) states, A creature one size smaller than the
weapon can use it in one hand and Hornblade (halfling/gnome only) (+1) states, a hornblade weapon
is treated as one size category smaller than its actual size So, because balanced says that a smaller
creature can use it in one hand, and hornblade makes the effective size of the weapon smaller, they
stack. So, a halfling could wield a large Balanced Hornblade Scissor Sword (3d8) in one hand. A
normal humanoid could wield it without the hornblade. I have no idea what that would look like. I
assume the magic takes over the other five hands needed, so it works just fine. Note, that this does not
stack with monkey grip or other such feats.
Editor (Mouthpick): The other way to wield this is to use mouthpick, which requires you to have a bite
attack, but specifically states that it removes the need for hands. Mouthpick also comes with
proficiency in its use, so no need for an exotic weapon proficiency.
Editor (Hulk Smash): I dont know why, but I just see this as a barbarian weapon. Brash, Berserker,
Crazed, Furious, and Fury are all good choices for this wild and wacky weapon. Just because you can
wield it in one hand, doesnt mean you have to.
Editor (Cool, yet not practical): Okay, a halfling gets two large Balanced Hornblade scissor swords and
gets the feats to wield one in each hand. So go for broke and add throwing, distance and teleporting.
Just the image of this halfling holding three swords wielded together in each hand, occasionally
throwing a spinning blur of blades at people, only to have it reappear in his hand next round, it just too
awesome an image in my mind.
Editor (Viper): Okay, I would have to run with a scissor sword falls under the same rules as a scourge.
Therefore, you would have three vipers, but they could only all attack if you made a full attack, and
these extra attacks do not stack with extra attacks from BAB. Furthermore, you would have to buy it
three times, just like a scourge. That would be three small vipers for the regular version, three medium
ones if you use balanced and make it a large scissor sword. Consider adding virulent so the poison acts
twice as fast. Im seeing a druid change into a large beast, put a mouthpick viper scissor sword in his
mouth, and attack his foes with three vipers coming out of his mouth. Add tentacle for maximum
lovecraft-ian horror.

SCORPION CLAWS
- SANDSTORM (3.5)
Exotic Light Melee Weapon
[Grappling]
Cost: 160 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 6 lb
Type: S or P
Designed as grappling weapons, scorpion claws are worn over the forearm. These metal weapons resemble
scorpion pincers, and they open and close by means of an internal mechanical handle. Scorpion claws grant
you a +4 bonus on grapple checks and can be used to deal slashing damage with a successful grapple
check. The open claws can be used as a slashing weapon in melee combat, while the closed pincers can be
used as a piercing weapon. The claws can be opened or closed as a free action. Since the claws strap onto
the arm, you get a +4 bonus on opposed checks to avoid being disarmed. Scorpion claws come in pairs; the
cost and weight given is for two.
Editor: Pretty sub-par, but check this: a +4 to grapple checks, and you can use them for damage with a
grapple check, instead of the normal -4 attack rolls! That makes the +4 even better, since you can now
enchant these and do significantly more grapple damage than would otherwise be feasible. I don't
know why every non-monk grapple build ever doesn't use these. Oh, and even better - not only can you
use this on the offhand just fine, you can even do it without proficiency and still get that juicy +4!
Monks with very lenient DMs could dual-wield these without proficiency for a +8 (questionable
stacking rules, but oh well), and make unarmed attacks as normal with elbows and feet, as per Monk
flavor text.
Editor (Clarification): One, even though it says scorpion claws, plural, it seems to be one weapon, so you
would have to buy them twice to have a pair. Two, I am uncertain if you can hold something in a hand.
I assume you cant, but then the text says you can open and close your claws. So does that mean you
can manipulate what you are holding? I dont know. To err on the side of caution, I would say, No.

SCOURGE
- COMPLETE WARRIOR (3.5)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Exotic One-Handed Melee Weapon
Cost: 20 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 2 lb
Type: S
Disarm: +2
This multi-tailed, barbed whip is often dipped in a poison delivered via injury. You get a +2 bonus on your
opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed
if the attack fails) with this weapon.
Editor: Freaky Bondage weapon. Squick. Look into the viper as a WSA, and it can be used for any whip
based WSA.

SCREAMING FLASK
- COMPLETE MAGE (3.5)
Ammunition (Screaming Flask)
Cost: 40 gp
Alchemy DC: 25
Weight: 1 lb
This container is made from thick leather with a cap sewn on tight and fitted with a ripcord. Pulling the
cord rips open the flask and activates the alchemical substance within. The flask emits a high-pitched shriek
in a 15-foot cone. Anything in the cone takes 1d8 points of sonic damage and is deafened for 1 minute
(Fortitude DC 15 negates).
Editor: Its one of the cheapest ways to deafen someone in an area effect AND do damage at the same
time. Burning hands in a wand that does 2d4 is 45 gp, and that requires you to be a spellcaster. THIS
works in an AMF. That said, I should point out that it is a thick leather container with a cap sewn on,
not a tightly sewn leather cap that you wear on your head. Also, the item is not meant to be thrown or
fired. It has to be held and you need a standard action to activate it. Loading it into a calculus will
simply break it and render it useless. Hence why it is its own special ammunition type. It is unique in
what it does.
Editor (Generic WSAs): (Anarchic, Aquan, Auran, Axiomatic, Holy, Ignan, Terran, Unholy, Psibane) All
expensive, but good choices, because as they read, its anyone you damage, not hit. Furthermore, it lets
you fire into melee without worrying about damaging your side too much. Bane is a superior choice,
because its cheaper. There is no to hit roll, so there is no point to adding corrosive, frost, flaming, or
shock, however, the wording on screaming is different then the others, so it would add +1d4 sonic
damage to this. Maybe the only time I would ever buy that nerfed WSA.
Editor (Implacable): This rocks! Everyone injured is now bleeding (from their ears, I imagine) and takes 2
points of damage a round for 5 rounds. Okay, its a +3 bonus, making the minimum additional cost to
be +6 gp Mwk and +640 gp for the total +4 to the flask. Still. Itd scare the crap out of me if I just took
sonic damage, was deaf, and bleeding from my ears.
Editor (Merciful): +1 bonus, your damage becomes non-lethal and you add +1d6 damage. So it stops being
sonic damage and your damage all adds together, so it has a better chance of getting through defenses
and you can take people alive. I can see town guard patrols having one guard with a Merciful
Magebane hat just for taking down battling arcane spellcasters without killing them. Heck, if you have
only merciful, an 8 man patrol could each have one of these hats for 206 gp for a total of 1,648 gp. At
an average of 8 points of damage in a 15 foot cone spread out over say, 10 feet between each guard
you could drop a wall of fifty charging commoners, easy.
Editor (Strength Sapping): +2 bonus and sort of expensive, but you dont have many choices when it
comes to WSAs that are worded to work with area effect attacks. Still, DC 15 fort save or become
exhausted, thats a -6 to strength and dexterity. Again, excellent for crowd control.

SCYTHE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial Two-Handed Melee Weapon
[Droppable, Tripping]
Cost: 18 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x4
Weight: 10 lb
Type: P or S
While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened
for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing
devastating slashes with the blade edge. Because of a scythes shape, you can use it to make trip attacks. If
you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Editor: Meh.

SCYTHE, CRESCENT
- SANDSTORM (3.5)
Exotic One-Handed Melee Weapon
[Double]
Cost: 18 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x3
Weight: 20 lb
Type: S
Consisting of a staff with a half-disc blade on either end, the crescent scythe is a variation of the standard
glaive. The edge of the blade is perpendicular to the shaft, allowing you to whirl the weapon in deadly
circles. When used in conjunction with the Whirlwind Attack feat, a crescent scythe deals an extra 1 point
of damage.
Editor: Bland as far as double weapons go, Im curious about what to do with a one-handed double
weapon. Its the +1 point of damage when using whirlwind that makes it stand out. I assume it works
with the WSA as well. I am curious as to why it costs as much as the normal one.

SHARKTOOTH STAFF
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Grappling]
Cost: 20 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x2
Weight: 10 lb
Type: S
This weapon is a pole arm designed to tear at the flesh of targets. A wielder who hits a Small or Medium-
size opponent with a sharktooth staff does normal damage and can immediately initiate a grapple as a free
action without provoking an attack of opportunity. The wielder of a sharktooth staff may choose to deal
normal damage for the weapon on subsequent rounds without making further attack rolls against the
grappled victim.
Editor: Gives you a free Grapple attempt when you hit your enemy. Unlike the mancatcher or pincer staff,
it has no reach. But it deals the best damage. Its also worth mentioning that they each have size
restrictions. Combine the damage dice of a greatsword with the crit multiplier of a greataxe, and you
have a decent weapon. However, you also get to make a free grapple attempt at any Small or Medium
enemy every time you hit them, and then deal free weapon damage in subsequent rounds. The size
restriction prevents huge abuse, but it is just as good as it sounds. Hell, its even cheaper and weighs
less than a greatsword.

SHARRASH, TALENTA
- EBBERON CAMPAIGN SETTING (3.5)
Exotic Two-Handed Melee Weapon
[Droppable, Reach, Tripping]
Cost: 18 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 10 lb
Type: S
Similar to a scythe, the Talenta sharrash developed by the halflings of the Plains consists of a sickle-like
blade at the end of a long pole. A sharrash has reach. You can strike opponents 10 feet away with it, but
you can't use it against an adjacent foe. Because of a sharrash's curved blade, you can also use it to make
trip attacks. If you are tripped during your own trip attempt, you can drop the sharrash to avoid being
tripped.
Editor: The errata changed the critical multiplier from 19-20/x4 to 19-20/x2. It is no longer awesome.

SHIELD, HEAVY
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial One-Handed Melee Weapon
[Shield]
Cost: (Wood) 7 gp, (Steel) 20 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: (Wood) 10 lbs, (Steel) 15 lbs
Type: B
You can bash with a shield instead of using it for defense.
Editor: The heavy shield can be used as an off-hand attack, the problem is, a heavy shield is a one-handed
weapon, thus incurring a -4 penalty when you use it with TWF. I suggest that you ignore that and
allow using heavy shields as your primary attack, thus allowing you to use a light weapon for your off-
handed attack. I know you might want to get all captain America, but frankly, using shields as weapons
sucks.

SHIELD, HEAVY SPIKED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial One-Handed Melee Weapon
[Shield]
Cost: +10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: +5 lb
Type: P
You can bash with a spiked shield instead of using it for defense.
Editor (FAQ): If my shield and my shield spikes are made from different material, what material counts
when making a shield bash attack? Use the material of the shield spikes. An adamantine shield with
cold iron shield spikes would count as a cold iron weapon when making a shield bash attack.

SHIELD, HEAVY RAZORED
- UNDERDARK (3.5)
Martial One-Handed Melee Weapon
[Shield]
Cost: +10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: +5 lb
Type: S
See spiked shield.
Editor: Heres a good place to put this, what if you want to fight with two shields? Well, the shield
bonuses dont stack (unless you make one shield out of riverine, then half the shield becomes a
deflection bonus and that does stack. However, you are more likely to find armor spikes/razors more
useful. Still, if you want to, why not? Id stick with two bucklers and just stack on some armor special
abilities.

SHIELD, LIGHT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Light Melee Weapon
[Shield]
Cost: (Wood) 3 gp, (Steel) 9 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Weight: (Wood) 5 lbs, (Steel) 6 lbs
Type: B
You can bash with a shield instead of using it for defense.
Editor: If you are going to get into shield bashing, I suggest the light shield, because it counts as a light
weapon and is usually used for your off hand attack.

SHIELD, LIGHT SPIKED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Light Melee Weapon
[Shield]
Cost: +10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: +5 lbs
Type: P
You can bash with a spiked shield instead of using it for defense.
Editor: If you are going to use a shield to bash, use this or the light razored shield. The reason is that youll
at least be doing the same damage as a dagger, but you wont get the negatives for TWF that you
would get using a heavy shield.

SHIELD, LIGHT RAZORED
- UNDERDARK (3.5)
Martial Light Melee Weapon
[Shield]
Cost: +10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: +5 lb
Type: S
See spiked shield.
Editor: See light spiked shield.

SHIKOMI-ZUE
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 12 gp
Damage (s): 1d4/1d4/1d6
Damage (m): 1d6/1d6/1d8
Critical: x2/x2/x3
Weight: 5 lb
Type: B/B/S
This ninja weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button
causes a spear head to spring from one end. Without the blade, the shikomi-zue deals the same damage as a
quarterstaff (1d6, x2 critical), and can even be used as a double weapon, like a quarterstaff.
Editor: One of the rare triple weapons. However, you cannot use all three in the same round. While it is
assumed to be a free action to pop the blade, I am unsure how you put it away. I would assume it is a
move action, like sheathing any weapon. So you can use it as a quarterstaff, then turn it into a spear,
but it is no longer a double weapon. Still, has possibilities. Pity its exotic.

SHORTBOW
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Ranged Weapon
Cost: 30 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Range: 60 ft
Weight: 2 lb
Type: P
Ammo: Arrows
You need at least 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.
Editor: Shortbow is the worst of the traditional bows available in the game. It has the shortest range, the
lowest damage and no redeeming qualities. The only reason to get one is that it costs effectively
nothing, being the cheapest traditional bow available by far, costing whopping 45 gp less than the
standard Longbow.

SHORTBOW, COMPOSITE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Ranged Weapon
Cost: 75 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Range: 70 ft
Weight: 2 lb
Type: P
Ammo: Arrows
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while
mounted. Composite bows are made from laminated horn, wood, or bone and built with a re-curve,
meaning that the bow remains bow-shaped even when unstrung. 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 cant 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. For instance, a composite shortbow (+1 Str bonus) costs 150 gp, while a composite
shortbow (+4 Str bonus) costs 375 gp. For example, Tordek has a +2 Strength bonus. With a regular
composite shortbow, he gets no modifier on damage rolls. For 150 gp, he can buy a composite shortbow
(+1 Str bonus), which lets him add +1 to his damage rolls. For 225 gp, he can buy one that lets him add his
entire +2 Strength bonus. Even if he paid 300 gp for a composite shortbow (+3 Str bonus), he would still
get only a +2 bonus on damage rolls and takes a 2 penalty on attacks with it because his Strength is
insufficient to use the weapon to best advantage. The bow cant grant him a higher bonus than he already
has. For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a
shortbow. Thus, if you have Weapon Focus (shortbow), that feat applies both to short-bows and composite
shortbows.
Editor: The only reasons to use a Shortbow over a Longbow are that either your class grants you only one
of the proficiencies. Classes with only Shortbow proficiency include Bards, Rogues and few other
skill-based classes. Composite Shortbow shares Weapon Focus-tree with Shortbow. If you ride a
mount often, you might want this so you can fire while moving.

SHORTBOW, ELVENCRAFT
- RACES OF THE WILD (3.5)
Simple One-Handed Melee Weapon
Cost: +300 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Type: B
See Longbow, Elvencraft.
Editor: Not much reason to own a shortbow to begin with, but if you are going to use one, pop for this so
you can use it in melee.

SHORTSPEAR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple One-Handed Melee Weapon
[Set]
Cost: 1 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 20 ft
Weight: 3 lb
Type: P
A shortspear is small enough to wield one-handed. It may also be thrown. If you use a ready action to set a
shortspear against a charge, you deal double damage on a successful hit against a charging character.
Editor: Sharp pointy stick. Its cheap, easy to use, and it can be thrown. A great standby if you every get
stripped naked and left for dead in a pit of woe.

SHORTSPEAR, SALAMANDER
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Set]
Cost: 4 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: x2
Range: 10 ft
Weight: 10 lb
Type: P
This all-metal versions of the shortspear is somewhat heavier and does more damage for its size than the
ordinary version. It also conducts both heat and electricity, unlike the wood-hafted normal version.
Editor: In 3.5 the halfspear and shortspear were changed, but the salamander halfspear and shortspear are
substantially different, so they are included as written, without alteration. Technically, this should be
called spear in 3.5. Nomenclature always suffers when you do conversion.

SHOTPUT, ORC
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Thrown Weapon
Cost: 10 gp
Damage (s): 1d10
Damage (m): 2d6
Critical: 19-20/x3
Range: 10 ft
Weight: 15 lb
Type: B
Special training turns a grapefruit-sized sphere of crude iron into a deadly projectile. Even with the Exotic
Weapon Proficiency (orc shotput) feat, a wielder must be Medium-size or larger to use the weapon
effectively (or take an additional 3 penalty on attack rolls in addition to the standard 4 non-proficiency
penalty).
Editor: Yeah, no errata for this thing. A big, silly pile of numbers: 2d6 damage, 19-20/x3 threat, 10 ft
range increment. Youll want to be at least Medium size to use them, though. Add some Master
Thrower for extra fun. Orcs should always buy one.

SHRIEK ROCK
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Bullet)
Cost: 3 gp
Damage: 1d3
Weight: 1/4 lb
Created by halfling artisans, these flat stones have carefully drilled holes that cause a loud, high-pitched
shriek when thrown hard. This sound is as loud as a human screaming in a shrill voice. Listen checks to
hear shriek rocks in flight are at DC 5, modified as normal by distance and intervening obstacles. A shriek
rock has a 50% chance to be destroyed or lost when thrown.
Editor: Buy one in case it comes up, but otherwise worthless.

SHURIKEN
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Thrown Ammunition (Shuriken)
[SMW]
Cost: .2 gp
Damage (s): 1
Damage (m): 1d2
Critical: x2
Range: 10 ft
Weight: .1 lb
Type: P
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A
shuriken cant 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.
Editor: A monk can flurry of blows with these. Unless you happen to know how to do monk damage with
them, its pointless. Or, if you buy a bunch with assassination WSA, you can roll these things with
poison before you pepper a target with ability damage.

SIANGHAM
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 3 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 1 lb
Type: P
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special
options.
Editor: Worthless.

SICKLE
- PLAYERS HANDBOOK I (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Light Melee Weapon
[Droppable, Tripping]
Cost: 6 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 lb
Type: S
This weapon is like a farmers sickle, but it is strengthened for use as a weapon. It is favored by druids and
by anyone who wants a weapon that might be overlooked by guards. Because of a sickles shape, you can
also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to
avoid being tripped.
Editor: How are you going to over look a long metal blade that makes you look like Jason from one of the
Friday the 13th movies? You can use it to trip and its easy to use. Not bad.

SICKLE, HEAVY
- PLANAR HANDBOOK (3.5)
Simple One-Handed Melee Weapon
Cost: 12 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 6 lb
Type: S
This sickle, slightly larger than those generally used as weapons, enjoys popularity among the vicious
tieflings that make their home in the Abyss.
Editor: Nothing special, but just about anyone can use it.

SKIPROCK
- ARMS AND EQUIPMENT GUIDE (3.0)
- RACES OF FAERUN (3.0)
- RACES OF THE WILD (3.5)
- SWORD AND FIST (3.0)
Exotic Thrown Ammunition (Bullet)
Cost: 3 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 15 ft
Weight: 1/4 lb
Type: B
Halfling weaponsmiths developed these polished stones. Each skiprock is perfectly weighted and shaped
for throwing. If the skiprock hits its target, it ricochets toward another target of the throwers choice. The
second target must be adjacent to the original target (no more than 5 feet away). The thrower immediately
makes a second attack roll for the skiprock against the new target, with an attack bonus 2 lower than that of
the initial attack. Although they are thrown weapons, skiprocks are treated as ammunition for the purposes
of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them
after they are thrown. Skiprocks can be used as sling bullets, but using a skiprocks ricochet ability in
conjunction with a sling requires taking the Exotic Weapon Proficiency (war sling) feat.
Editor: I was never impressed with them, but you can throw them for double attacks, so if you are into
rocks, this is a nice choice. Unfortunately, you have to work at it to make them effective.

SKIPPING BLADE
- STORMWRACK (3.5)
Exotic Thrown Ammunition (Skipping Blade)
Cost: 1/3 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x3
Range: 10 ft (15 ft on water)
Weight: 1/6 lb
Type: S
This is a double-bladed throwing weapon, about the size of a shuriken but heavier. A skipping blade cant
be used as a melee weapon. The blade is carefully shaped to allow skipping across water or another liquid
surface. The weapons range increment is increased to 15 feet if there is an intervening body of water
between the attacker and the opponent. Although they are thrown weapons, skipping blades 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.
Editor: Personally, I think that these and shuriken should fall under the same exotic feat, but alas, WotC
does not share my viewpoint.

SLEEPING FIRE (HINEMURI)
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Flask)
Cost: 40 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
Sleeping fire is a special form of alchemical fire that ignites when its temperature changes even slightly. It
is often painted thinly on items as a trap; a creature touching or even breathing on an area so coated triggers
a blast of fire that causes 1d3 points of damage, with an additional 1d3 points of damage in the following
round. Burning characters can use a full-round action to extinguish the flame, as described for alchemical
fire in the Players Handbook. Making sleeping fire requires the Alchemy skill (DC 20) and follows the
rules for making things found in the Craft skill description in the Players Handbook.
Editor: Nothing says you cant just chuck a whole bottle at someone, however, it is not a splash weapon.
Only a direct hit will allow you to do damage. That said, there are cheaper and more effective ways to
use this in combat. This is more for setting a trap. Maybe pour it on a footsaw trap and watch it bite off
someones foot, while on FIRE!

SLEEVE BLADE
- COMPLETE SCOUNDREL (3.5)
Simple Light Melee Weapon
[Hidden]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Type: P or S
Strapped to the forearm of its wearer, a sleeve blade lies hidden under a long-sleeved shirt or dress. Making
a quick downward flick with the wrist triggers the mechanism, extending the blade beyond the top of the
wearers hand. Treat a sleeve blade as a dagger.
Editor: Being sneaky! Alas that -2 to hit sucks, but it looks damn cool when it shoots out of your sleave.
Much better to use it for intimidation, really.

SLEEVE, WEIGHTED
- SONG AND SILENCE (3.0)
Exotic One-Handed Melee Weapon
Cost: .5 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 1/2 lb
Type: B
Subtle weapons often used for self-defense, weighted sleeves are usually found only in lands where long,
loose sleeves are fashionable. A weighted sleeve consists of one or more metal weights sewn into a sleeve
hem. Tailors who incorporate these weapons into finely made garments take care to spread out the weight
so that the clothing hangs normally. In simpler peasant versions, a small pocket just inside the cuff of each
sleeve holds a single metal ball weighing about 1 pound. Typically, both of a garments sleeves are
weighted. To use this weapon, the wearer first swings the sleeve around to build momentum, much as if it
were a sling. Instead of releasing a missile, however, the user simply clubs the target with the weight.
Building up sufficient momentum is a move-equivalent action, so only one blow with each sleeve is
normally possible in a round. Attacking with both sleeves simultaneously incurs the standard penalties for
fighting with two weapons. The wielder might also alternate between the left and right sleeves, striking
with one and building up speed with the other during one round, then striking with the second sleeve and
building momentum with the first on the following round. This tactic incurs the standard penalty for using a
weapon in the offhand each round. Wearing a garment with weighted sleeves as part of a disguise is a
favorite trick of assassins. Once the assassin has carried out his mission, he can simply discard the weights
in the nearest convenient dustbin or pond and continue posing as an unarmed servant or guest in the house,
even if a search is conducted.
Editor: If the owner so desires, the weapon can be turned into an exotic light weapon at no additional cost,
just by adjusting where it sits in the sleeve. This is so it can be used with TWF without penalty. If you
reduce it to a light weapon, you also reduce the damage to 1d4.

SLING
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Simple Ranged Weapon
Cost: 0 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Range: 50 ft
Weight: 0 lb
Type: B
Ammo: Bullets
A sling hurls lead bullets. It doesnt shoot as far as a crossbow, nor is it as powerful as a bow, but its cheap
and easy to improvise from common materials. Druids and halflings favor slings. 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. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets.
Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller
than you (for instance, 1d3 instead of 1d4, or 1d2 instead of 1d3) and you take a 1 penalty on attack rolls.
Editor: A standard for halflings and anyone who needs a cheap ranged weapon. Nice range, so if you can
stack a bunch of alternate sources of damage on the sling, it can get quite scary

SLING, WAR
- RACES OF FAERUN (3.0)
- RACES OF THE WILD (3.5)
Exotic Ranged Weapon
Cost: 25 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x4
Range: 50 ft
Weight: 1 lb
Type: B
Ammo: Bullet, Skiprock
This exotic weapon is a heavy sling used with a special sidearm throw to hurl a skiprock with deadly
power. Without skiprock ammunition, a war sling is treated as a normal sling and deals the appropriate
damage when used to throw normal sling bullets or stones. A user proficient with both the skiprock and the
war sling can ricochet a sling-thrown skiprock just like a hand thrown skiprock; see the skiprock
description, above.
Editor: Needs a feat, but works with skiprock ammunition. It does nice damage and good range. For a
halfling, this could get scary.

SMOKESTICK
- EBERRON CAMPAIGN SETTING (3.5)
Simple Thrown Ammunition (Stick)
Cost: 20 gp
Alchemy DC: 20
Range: 5 ft
Weight: 1/2 lb
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills
a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the
smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Editor: If thrown, you are trying to hit AC 5 and are aiming for a given square, if you miss, you are
assumed to have put the smokestick out and the material is no longer usable.. It takes a move action to
light the material. It must be lit before it is thrown or it does nothing. The smoke effectively has a 5
foot area spread (to update it for 3.5) and the smoke fills up the area it is in at the end of your action. If
someone else picks it up and throws it, they have to make an attack roll to hit AC 5 or they put it out.
Someone throwing it can choose to fail and just throw the smokestick away (i.e., throw it against a
wall). Or, if they wish, they can just take a standard action to stomp it out. The smoke does not
disperse until the end of your turn.

SMOKESTICK, NOXIOUS
- EBERRON CAMPAIGN SETTING (3.5)
Simple Thrown Ammunition (Stick)
Cost: 80 gp
Alchemy DC: 25
Range: 5 ft
Weight: 1/2 lb
A variation on the common smokestick, this object pours forth extremely foul-smelling smoke when it is
ignited. In addition to the obscuring effects of a smokestick, a creature within the smoke of a noxious
smokestick must make a DC 15 Fortitude saving throw or be nauseated for 1 round.
Editor: See the notes on Smokestick. Although this is better because nausea is great to inflict on others.

SNAKE CHAIN
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Non-Standard Limb, Reach-NM, Tripping, Undroppable]
Cost: 5 gp
Damage (s): 1d4/1d4
Damage (m): 1d6/1d6
Critical: x2
Weight: 5 lb
Type: B
Disarm: +2
This chain is woven through a medusas snakes, allowing her to make melee attacks with a reach weapon in
addition to using her gaze attack or shortbow. A snake chain is a reach weapon. A medusa can strike
opponents 10 feet away with the chain. In addition, unlike most other weapons with reach, she can use it
against an adjacent foe. Because the chain can wrap around an enemys leg or other limb, the medusa can
make trip attacks with it. If the medusa is tripped during her trip attempt, she cannot drop the chain to avoid
being tripped. When using a snake chain, a medusa gets a +2 bonus on her opposed attack roll when
attempting to disarm an opponent (including the roll to avoid being disarmed if she fails to disarm her
opponent). A snake chain does not transmit the poison of the medusas snakes. She may choose to attack
with the snakes instead of with the snake chain; if so, normal rules and reach for the snakes apply.
Editor: I have no idea how anyone would use this thing except for a medusa. Oh wait, buy opposable
WSA, then you can use it on your head. Actually, add in aptitude and this becomes a rather scary
weapon. Now I want to make a Barbarian with snake chain on his head like dreadlocks. Its a two
handed weapon after all. Man, youd have to have a STRONG neck to use this properly. (I whip my
hair back and forth! I whip my hair back and forth! I whip my hair back and forth!) Note, it qualifies
for any WSAs that work only on chains. One problem, when you trip someone and fail, this doesnt
protect you from counter-tripping. The image of getting dragged to the ground by your hair just sounds
BAD.

SNAP-TONG
- FIENDISH CODEX I (3.5)
Exotic Two-Handed Melee Weapon
[Grappling]
Cost: 250 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 10 lb
Type: P
This short polearm ends in a sharp spike that has one or more crescent-shaped pincers designed close
around it. A proficient wielder that hits an opponent of at least one size category smaller can attempt to
start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the
snap-tong grabs the opponent and deals 1d10 points of damage (plus the wielders Strength modifier) each
round the hold is maintained.
Editor: Another mancatcher, but it has no range.

SPADE, MONKS
- SECRETS OF SARLONA (3.5)
Exotic Two-Handed Melee Weapon
[Double, SMW]
Cost: 20 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x2/x3
Weight: 10 lb
Type: B or S
Evolved from a simple tool, the monk's spade is a double weapon that has a broad slashing blade on one
end and a bludgeoning counterweight on the other. You can fight with it 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. You can use either the slashing (x3 critical
multiplier) or blunt (x2) head as the primary weapon. The other head is the off-hand weapon. A creature
wielding a monk's spade in one hand can't use it as a double weapononly one end of the weapon can be
used in any given round. A monk who is proficient with a monk's spade can treat it as a special monk
weapon.
Editor: Im just seeing the Shoveler from Mystery Men, I have a gift! I shovel! I shovel very well! That
aside, I have no idea why a monk would ever use this, unless his thing was, I attack people with
farming equipment. In which case, pick up a sickle as well. Now thats a PrC for you, Farmer Monk.

SPARKSTONE
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Calculus)
[Splash]
Cost: 3 gp
Alchemy DC: 20
Damage (direct): 1d6 electrical
Damage (splash): x1/2 damage [one target only]
Weight: 1/4 lb
These alchemical devices actually resemble fist-sized lumps of hard, gray clay. You can throw a sparkstone
as a splash weapon. When a sparkstone hits a target, it releases a short, violent arc of electricity. A direct
hit by a sparkstone deals 1d6 points of electricity damage. If there is another creature within 5 feet of the
target, the electricity arcs to that creature, dealing half of the initial damage. The sparkstone only creates
one secondary arc, so if more than one creature is within 5 feet of the target, roll randomly to see which
creature is affected. If no creatures are within 5 feet of the target, the sparkstone causes no secondary effect.
Editor: Not bad, for the price, but there are better choices out there.

SPRAYER
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Ranged Weapon
Cost: 14 gp
Damage: As per ammo
Range: 0
Area: 10-ft line, emanation
Weight: 4 lb
Ammo: Fluid
This is a small storage drum attached to a large handle and pump. The drum is filled with liquid, usually
water, although oil and holy water are commonly used as well (acid is a poor choice, as it eats away the
container in a few rounds). When pumped (a standard action) the sprayer creates a dense cloud of vapor 10
feet long. Because the particles are so fine, the cloud lasts for only a moment and does not drift to adjacent
squares. The drum contains enough liquid to last for three pumps before needing to be refilled.
Editor: Read it. Any fluid, from water-like to oil-like, can be poured in and then sprayed out into a 10'x5'
cloud. Anything. True, it doesn't react well to acid. Well, that's what glassteel is for. Anyways, who
cares if it eats the container away, if the acid does area effect damage? Got a friend who's suffering
from the "Caught on fire" condition? A "dense" cloud of water should qualify for the condition to put
him out.
Editor (Splash Weapons): Well, since this weapon is made specifically to fill up two squares and two
squares only with a dense cloud, Id say that it does full damage to both squares, but does not splash
out to any other squares. So you got a trade off. If you throw the flask of a given splash effect, it can go
out to five times your range, which is typically in 10 foot increments. Then it affects the target you hit,
and 5 feet around the point of impact. Or you can use a sprayer to only go out 10 feet, never miss, but
always have full effect in those two squares. Sounds like a fair trade off to me. Concentration in
exchange for range and area of effect.
Editor (Alchemists Spark): It normally wouldnt work, but you could make it with two chambers that it
sprays from at the same time. 1d8 electrical in two squares, baby!
Editor (Gaseous Form): Heres a twisted use. Does your enemy have skin? Oil of gaseous form and a oil
of bestow curse combined into a sprayer. Your target makes a saving throw or turns into gaseous form
that lasts the full duration of the gaseous form spell against their will. Now thats a weapon thatll
scare the crap out of your players. OMG, you disintegrated him?
Editor (Invisible targets): Alas, it only works for an instant, but should narrow down the square hes in,
showing a brief outline of the invisible person should allow you to reduce your miss chance to partial
concealment. Although someone else will have to take advantage of it, or youll have to use this in
your off hand and take a two weapon fighting penalty. Adding the WSA revealing should outline them
with faerie fire. Or just use liquid light, watch them glow for the next 1d4 hours.
Editor (Oils and Potions): Why limit ourselves to just alchemy items? Sure, Alchemy has all the fun stuff,
but what about magic potions? True, only one target can take advantage of a potion, but what would
happen if you loaded one into a sprayer and sprayed your ally? The first person to inhale should get the
effect. Boo-yah! Healing with potion at 10 feet! If you got a problem with that, make it the Oil version
of the potion and tighten up the nozzle. Make oil of Grease spell and spray your enemies, that are ten
feet in front of you. So MANY possibilities with this one. However, to be fair, as a DM, I would only
have a sprayed Potion of or Oil Of something effect the first target. So if two people are standing
in a line, the first one gets hit and takes the full effect of the sprayed substance.
Editor (Screaming Flask): I like this one for the sprayer, a 15 foot cone is an excellent choice to put in this
device, and it does 1d8 sonic damage. Sweet.
Editor (Sticky): There are a number of alchemy items Id like to spray, but the item descriptions state that
they are sticky. Id be a kind DM and allow a +10 to the alchemy DC to craft the substance so you
could load it into a sprayer, but thats just me. Most of the time, youd be better off just throwing the
item. The only advantage of the sprayer is, if you are within 10 feet, it doesnt miss.
Editor (Weaponize): Is it a weapon? Well, considering I can fire it at someone, and there are many
examples of ranged weapons that fire liquids and powders at people, I have to say a resounding, YES.
Whats that leave us? Well, there is no to hit roll, so we cant have any WSA that activates on a to hit.
That leaves out Exit Wound fun. Distance by RAW cant double the length to 20 feet, but thats a DM
call. Personally, if you are going to spend a whole +1 bonus on your spray can, you should be able to
double the range. Id personally BEG my DM to allow quick loading. True, thats only for crossbows,
and this item doesnt have a load speed. Its having 100 slots of storage space that makes me want
quick loading. Bane (plants) and defoliator are an excellent combo. Binding would just be funny.
Burning can set things on fire, which just makes sense with this sort of thing. All the energy damage
WSAs would fit, (Corrosive, flaming, frost, etc, etc, etc) and do damage to anything in both squares.
Personally, I think Air Elemental Power would be funny. Spray out an elemental. SQUIRT!
Editor (Windy): On the wind table, when you get to strong winds (21-30 mph) candles are automatically
put out. This is one step below the power of a gust of wind spell. I would rule, as a DM, that in strong
winds, any use of a sprayer is useless, as the cloud disperses before it can have any effect.

SPORE FLASK
- SAVAGE SPECIES (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 1,000 gp
Range: 10 ft
Weight: 1 lb
No one knows who first persuaded a vrock to allow the bottling of its spores, or how it was persuaded. No
doubt, the horrible tanarri delight in the idea of inflicting pain without even being present. A flask of vrock
spores can be thrown as a splash weapon. The spores automatically deal 1d8 points of damage to all
creatures within 5 feet of where the flask lands. They then penetrate the skin and grow, dealing an
additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered
with a tangle of vine-like growths. A delay poison spell stops the spores growth for its duration. Bless,
neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Editor: I dont like damage over time and this one really sucks, except it has no saving throw, so that is the
saving grace. Maybe a wizard will screw up a concentration check or something. Meh.

SPRINGWALL
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Calculus)
Cost: 60 gp
Range: 10 ft
Weight: 1 lb
This gnome-crafted device consists of a very thin wire mesh that is tightly wrapped up into a ball roughly
the size of a fist. When the ball is thrown and strikes a hard surface, it springs open, creating a flexible
metal mesh wall 10 feet high and 10 feet wide (hardness 0, 5 hp). The extremely thin mesh is difficult to
see (Spot check DC 20). A creature who walks or runs into the mesh must make a Reflex save (DC 15) to
avoid being entangled as if by a net. Once the springwall has been used in this manner, it cannot be used
again.
Editor: If you are using a calculus, you definitely want to pick up a few of these. If you are into ambushes
and controlling the flow of the battlefield, you could do worse. Otherwise, move on. I assume, that
should you hit someone with it directly, while it does no damage, the target needs to make an
immediate reflex save. Otherwise, if you hit the square they are in, it just pops open next to them. They
have to be moving to become entangled, so they could leave the square without issue. Roll to hit AC 5
to hit a given 5 foot square.

SODEGARAMI
- ORIENTAL ADVENTURES (3.0)
Exotic Two-Handed Melee Weapon
[Grappling, Reach]
Cost: 4 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 5 lb
Type: P
The sodegarami, or sleeve-tangler, is a highly specialized weapon, used to catch and entangle an opponent
without causing great harm. It is normally used to hook and catch the clothing of an opponent. When you
use a sodegarami in this way, you make a grapple attack, without provoking an attack of opportunity. You
make a melee touch attack with the weapon to grab the targets clothing. This attack does not work
against a character in heavy armor, or against most monsters that do not wear clothing. If the touch attack is
successful, you make an opposed grapple check, using the size modifier for the sodegarami (+4 for a Large
weapon) instead of your own size. If you win the opposed check, you have a hold on the target, but you do
not deal any damage. If you lose, you fail to start the grapple. To maintain the grapple, you do not need to
move into your opponents space. The sodegarami holds your opponent 10 feet away from you. While you
maintain the grapple, you do not have the option to damage or pin your opponent. Your opponent can try to
escape or wriggle free, attack with a light weapon, or cast a spell with no somatic components and a casting
time of 1 action. A sodegarami can also be used as a normal weapon, dealing the damage, but not
entangling the opponent. A sodegarami has reach. You can strike opponents 10 feet away with it, but you
cant use it against an adjacent foe.
Editor: Sucks. Just sucks.

SPEAR
- PLAYERS HANDBOOK I (3.5)
Simple Two-Handed Melee Weapon
[Set]
Cost: 0 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 20 ft
Weight: 6 lb
Type: P
One of the simplest weapons in existence, the spear is favored by druids and sorcerers. It can be thrown. If
you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a
charging character.
Editor: Anyone can use it. Thats its saving grace.

SPEAR, DWARVEN DOUBLE
- RACES OF STONE (3.5)
Exotic Two-Handed Melee Weapon
[Double, Set]
Cost: 115 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x3
Weight: 15 lb
Type: S or P
A dwarven double spear is a double weapon. You can fight with it 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 creature wielding a dwarven double spear in one
hand cant use it as a double weapononly one end of the weapon can be used in any given round. The
weapon looks much like a standard spear, although the shaft is a bit thicker. The spear point is also longer
and heavier, sharpened on the sides as well as the tip to allow for either slashing or piercing attacks. In
addition, a second identical spear point is fastened to the butt of the spear, making the weapon doubly
dangerous. The tougher pointed ends on the blade allow the wielder to set the weapon against a charge. If
you use a ready action to set a dwarven double spear against a charge, you deal double damage on a
successful hit against a charging character.
Editor: Making both ends pointy makes this exotic? Sigh. Maybe buy one if you are a dwarf.

SPIKARD, SPEAR
- MAGIC OF EBERRON (3.5)
Exotic One-Handed Melee Weapon
Cost: 200 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Ranged: 20 ft
Weight: 3 lb
Type: P
Ammo: Spike
A spear spikard resembles a thicker-than-normal shortspear. In fact, it can be wielded as if it were a
shortspear even by a character who is not proficient with the spear spikard, though such a character cannot
access the weapons significant added function. A spear spikard is actually a hollow weapon capable of
delivering a bolt as part of a melee strike. Along the rear third of the shaft is a miniature spring-driven
firing mechanism, as well as a channel into which a bolt can be loaded. Loading a spear spikard is
equivalent to loading a light crossbow (a move action that provokes attacks of opportunity). A character
with Rapid Reload (light crossbow) can reload a spear spikard as a free action, though this still provokes
attacks of opportunity. A spear spikard cannot fire bolts at range or when the weapon is thrown instead,
it discharges a bolt in conjunction with a successful melee attack. If you have the Exotic Weapon
Proficiency (spear spikard) feat, any time you hit a foe in melee with a loaded spear spikard, the
mechanism automatically triggers, discharging the bolt directly into the target of the attack. The target takes
piercing damage equal to the base damage of the weapon (1d4 points of damage for a Small spear spikard
or 1d6 points of damage for a Medium spear spikard) in addition to the damage dealt by the initial attack.
No additional attack roll is required. This extra damage is not multiplied as part of a critical hit. Creating a
spear spikard requires a DC 20 Craft (weaponsmithing) check. Characters who take Exotic Weapon
Proficiency (spear spikard) can treat the spear spikard as a shortspear for the purpose of any feat or ability
that affects the characters ability to use a shortspear (such as Weapon Focus [shortspear]).
Editor: Quite a bit of work for a little extra damage, I mean, were only talking about a total 2d6. Now,
heres where it gets weird. Since the spikes are ammo, you can enchant the ammo separately from the
weapon. The EBs are for different attacks, so you dont have to worry about them not stacking. Now
even if it has a range of 0, the spike is still a projectile, so there is no reason you cant add splitting.
Could be fun.

SPIKARD, WAR
- MAGIC OF EBERRON (3.5)
Exotic One-Handed Melee Weapon
Cost: 350 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 9 lb
Type: B
Ammo: Spike
A war spikard is similar in principle to the spear spikard, but its crossbow mechanism is melded smoothly
into a weapon that resembles an oversized warhammer. The war spikards hammerhead is a mostly solid
cylinder pierced with a small channel through which the bolt is discharged. The spring-driven firing
mechanism is built into the rear half of the hammerhead, and is loaded through a channel similar to the one
on the striking surface of the weapon. Loading a war spikard is the equivalent of loading a light crossbow
(a move action that provokes attacks of opportunity). A character with Rapid Reload (light crossbow) can
reload a war spikard as a free action, though this still provokes attacks of opportunity. Like the spear
spikard, the war spikard cant fire bolts as a ranged attack. If you have the Exotic Weapon Proficiency (war
spikard) feat, any time you hit a foe in melee with a loaded war spikard, the mechanism automatically
triggers, discharging the bolt directly into the target of the attack. The target takes piercing damage equal to
the base damage of the weapon (1d6 points of damage for a Small war spikard or 1d8 points of damage for
a Medium war spikard) in addition to the damage dealt by the initial attack. No additional attack roll is
required. This extra damage is not multiplied as part of a critical hit. Creating a war spikard requires a DC
20 Craft (weaponsmithing) check. Despite the similarity in appearance, the war spikard is not close enough
in size and heft to a typical warhammer for a character to benefit from feats or abilities that affect the use of
that weapon
Editor: See spear spikard

SPIKE
- RACES OF FAERUN (3.0)
- MAGIC OF EBERRON (3.5)
Ammunition (Spike)
Cost: .1 gp
Weight: 1 lb (10)
This ammunition is for the spike shooter and spikard. Effectively it is exactly the same as a bolt for a
crossbow in all regards, except that it must be custom made for the weapon in question. There is no
additional cost for this, but spikes cannot be used interchangeably with bolts. If you can make ammunition
as a bolt, you can make a spike version of it.
Editor: You can make bolt ammunition into spike ammunition.

SPIKE SHOOTER
- RACES OF FAERUN (3.0)
Martial Ranged Weapon
Cost: +25 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Ranged: 10 ft
Weight: 1 lb
Type: P
Ammo: Spike
This is a modification of a class of weapons, rather than a specific weapon itself, and thus does not require
any additional weapon proficiency. This spring-driven device can modify any weapon that has a spike at
the end of a long pole (such as battleaxes, morningstars, and most polearms). The spike shooter allows the
spike to be launched at a target as a normal ranged attack. The spike shooter is an inaccurate weapon, and
those who use it suffer a 2 penalty on the attack roll. Resetting the spike is a full-round action.
Editor: The problem is convincing your DM what weapon you can stick it on. Why not a spear? How
about on a war axe? It should work on anything with a handle. Why not just by itself? Or on a spiked
shield? Or spiked Armor? I like the spiked armor, idea, BTW. Buy it a few times and shoot your
elbows and shoulders at people. Itll be awesome. Any rate, if you have a weapon that the DM will let
you put this on, put it on. Even try to get it in the hilt of your greatsword or the end of your club. You
never know when you might need to shoot someone with a spike.

SPIKED ARMOR
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Light Melee Weapon
Cost: +50 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: +10 gp
Type: P
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack.
Editor (FAQ): If a character wearing spiked armor is swallowed whole, does the monster take damage?
Can I use the spiked armor to escape? No and yes. Armor spikes dont automatically deal damage to a
monster that grapples you, constricts you, or swallows you whole. Armor spikes deal damage only
when used as a weapon or to deal damage in a grapple. On what kinds of successful grapple checks do
armor spikes deal damage? The damage from armor spikes is dealt when you make a successful
grapple check made for the purpose of dealing damage.
Editor: Why bother? Well, thats simple. You can use a two handed weapon to attack, getting all the perks
of a power attack, then add armor spikes as your off-hand attack. Of course, being light weapons, the
power attack doesnt add. So you might be better off taking a level in monk and attacking with your
feet for your off-hand attack. At least you will get some of your power attack added.

STABAXE
- PLANAR HANDBOOK (3.5)
Martial Light Melee Weapon
Cost: 5 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 1 lb
Type: P
This weapon is similar to a handaxe, but the blade is refined to a longer, narrower, and straighter form
designed to achieve deeper penetration. It sees some use on Avalas, the first layer of Acheron.
Editor: Meh.

STAFF, PINCER
- MONSTER MANUAL I (3.0)
- MONSTER MANUAL I (3.5)
- SAVAGE SPECIES (3.0)
Exotic Two-Handed Melee Weapon
[Grappling, Reach]
Cost: 20 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 15 lb
Type: B
Kuo-toa fighters and whips often employ this two-handed exotic weapon. It has a 10-foot reach and cannot
be used against an adjacent opponent. If you hit an opponent within one size category of yourself with a
pincer staff, you may attempt to start a grapple as a free action without provoking an attack of opportunity.
(For instance, a Small wielder may use a pincer staff to grapple a Tiny or a Medium opponent). If you get a
hold, the staff grabs the opponent and deals its normal damage each round the hold is maintained.
Editor: Basically a mancatcher that deals more damage.

STEEL FINS
- UNDERDARK (3.5)
Exotic Light Melee Weapon
[SMW]
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 2 lb
Type: S
This exotic weapon is made by the kuo-toa and used primarily by monitors. It resembles a heavy, rubbery
glove with sharp steel claws at the tips of the thumb and the middle two fingers. Your opponent cannot use
a disarm action to disarm you of this weapon. Steel fins are a special monk weapon, so a monk wielding it
has special options.
Editor: Other then you cant be disarmed, these suck. They also are gloves so they qualify for any and all
gauntlet based WSAs. Maybe if they helped you swim or something, the fin thing would make sense.

STEELSWORD, CHONDATHAN
- RACES OF FAERUN (3.0)
Martial One-Handed Melee Weapon
Cost: 315 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 5 lb
Type: S
Available in the Dalelands, Cormyr, and Sembia, this broad bladed one-handed sword is treated as a
masterwork longsword that grants a +2 bonus when attempting to break a foes weapon.
Editor: Its 3.0, so your DM may not allow it. I hate weapons like this. Can you take off the masterwork
and still keep the +2? Is the technique available in other weapons? That is a call for the DM. Id love to
see a chondathan greathammer. As it stands, you are looking at the only one-handed weapon that gives
you a bonus to sunder items. Oh. Wait. Read it again. +2 to sunder weapons. You cant sunder shields
or armor. That sucks. Ah well. Oh, BTW, if you sunder enemy magic weapons, your fellow party
members will kill you. Thats treasure baby!
Editor (RAW or RAI): Though the name implies steel is a vital part of the weapon, the stats don't mention it
at all. So you could technically make an Ironwood, or Dragonfang, or Blue Ice steelsword. Or possibly
RAI would have you lose the bonus if it's made from anything non steel, including other metals so no
adamantine, cold iron, or silver steelswords.
Editor (Useful WSAs): Okay, theres only one thing this weapon has over a longsword, and that is
destroying weapons, so lets focus on that.
Editor (Energy damage): Well, crap. Only acid, force and sonic does normal damage to inanimate objects.
Everything else is either half or quarter damage. Force and sonic are both nerfed, so if you plan on
adding energy damage to your weapon, better make it corrosive.
Editor (Normal Damage): So collision adds a flat +5 for a +2 bonus. Consider using with keen. If you are
trying to do this on the cheap, consider vicious.
Editor (Mighty Cleaving): Now, normally you cant take this WSA without having cleave feat. Doomstrike
(+1) lets you cleave after you destroy a weapon. Technically, the way it reads, you get an extra attack
as if using the cleave feat. So, when you successfully sunder a weapon, you get a cleave attack. If you
take mighty cleaving, you could then have an extra cleave attack, but only after you sunder a weapon
AND kill someone. A whole LOT of work.
Editor (Sundering Treasure): Okay, be that way. Dispelling and Greater Dispelling lets you turn a magic
weapon into a normal weapon, which decreases its hardness. You HAVE to make the weapon out of
adamantine, so you can ignore hardness. Consider the 5,000 gp for shadowstrike, so that you can
sunder from 10 feet away and negate the targets Dex bonus to AC. Spell storing will let you put
shatter in your weapon, for use after you dispel magic the weapon and render it non-magical for a few
rounds. Finally, sundering. +1d6 when trying to sunder objects, and it gives you improved sunder.
Whats that do? No AoO when trying to sunder, and +4 to hit the weapon. Unless you already have the
feat, then its a waste of gold.
Editor (How Sundering Works): Okay, the best weapon has a hardness of 10 and about 20 hp. Modified for
magical enhancements and materials, you can expect to need to do about that much. Adamantine
removes hardness for everything but adamantine weapons. So you need to do about 20-ish HP. Shoot
for 30 to be on the safe side. The weapon does 1d8 + 1d6 for sundering. Average damage is 8. Add in
collision, you got 13. Corrosive is +1d6 for 16.5 Then you got your strength bonus, and if you wield
the weapon two handed, you could take a 18 strength and add +6 damage and get about 22.5
Remember, if you have power attack to use it. Improved sunder gives you +4 to hit, and using the
weapon two handed gives you another +4 to hit. You can afford to power attack a few points.
Editor (Suggested Rules): Because the normal long sword is exactly the same except for the sunder, Im
assuming that as far as converting it to 3.5, that it isnt masterwork. So, to enchant it takes another 300
gp. As a DM, you are free to ignore this, otherwise, everyone would just take one of these over a
normal longsword, every time.

STONEBREAKER ACID
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 20 gp
Alchemy DC: 20
Damage: 3d10
Weight:1 lb
This special form of acid affects only stone. You can throw stonebreaker acid as a splash weapon. Acid
ordinarily deals half damage to objects. A direct hit on a stone surface ignores hardness and deals 3d10
points of damage. On the round after a direct hit, stonebreaker acid deals a further 2d10 points of damage.
Editor: While it says its a splash weapon, it doesnt actually splash. It only affects a target on a direct hit.
It also is a very limited number of targets and does half damage to objects, on the other hand it does a
total of 5d10 damage. Might be worth a flask or two when hunting stone golems.

STRAIGHTBLADE
- PLANAR HANDBOOK (3.5)
Martial Light Melee Weapon
Cost: 7 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
Unlike a standard short sword, a straightblade is wider and slightly heavier, making it an ideal slashing
weapon. The straightblade is a favorite among the citizens of the city of Dis.
Editor: If there is a straightblade, is there a weapon called Blade-curious? Regardless, the weapon is
average for a martial light weapon.

STUMP KNIFE
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Light Melee Weapon
Cost: 8 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 2 lb
Type: P
A stump knife is akin to a punching dagger, except that it can be securely attached to the stump of a
missing forelimb. For someone proficient in its use, the stump knife becomes an extension of his body.
Against foes to whom you have dealt damage during a continuous melee, the stump knifes threat range is
doubled (1720). Your opponent cannot disarm you of a stump knife.
Editor: If ever there was a weapon begging for keen, this is it. As it reads, it would actually triple the
range, not quadruple it, but still impressive as far as Im concerned. So youd threaten on a 17-20, then
after you damage the target on a 15-20. Not bad, not bad at all. Even more impressive if you can
convince your DM to allow a stump short sword, or a mercurial stump sword, or an alchemists stump
sword. If you enjoy critical activated WSAs, this one is for you.

SUGLIIN
- FROSTBURN (3.5)
Exotic Two-Handed Melee Weapon
[Reach]
Cost: 35 gp
Damage (s): 2d6
Damage (m): 2d8
Critical: x2
Weight: 20 lb
Type: P and S
The infamous sugliin was created by primitive tribes more to strike terror into the hearts of their enemies
rather than to be an effective weapon. This massive polearm consists of several sets of sharpened caribou
and/or megaloceros antlers affixed to a long wooden shaft. You attack with the sugliin as if it were a
massive axe or scythe, slashing and chopping at the targets with great arcs. This weapon is so unwieldy and
heavy that making a single attack with it is a full-round action. Sugliins are favored weapons for low-level
characters who want to deal huge amounts of damage and lack the skill to make additional attacks; higher-
level characters only rarely use sugliins due to their awkwardness. The Sugliin Mastery feat allows a
character to make attacks with this massive weapon normally. A sugliin has reach. You can strike
opponents 10 feet away with it, but you cant use it against an adjacent foe.
Editor: If it needs to DIE right now Does 2d8 damage, but its a full round action to make 1 attack. But
hey, until you get to +6 BAB, this is your weapon of choice for pure damage dealing when youre
already standing next to your enemy.

SWORD, BASTARD
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 35 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 6 lb
Type: S
Bastard swords are also known as hand-and-a-half swords. A bastard sword is 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.
Editor: The real problem with the Bastard Sword is that either you S&B, meaning you use an awesome
shield and BA Longsword, or you THF and use a Greatsword. If you want to switch between the 2,
you use a Longsword 2-handed. The extra 1 point of damage from the Bastard Sword isn't worth a feat.
Weap Spec is better, and Weap Spec sucks. Or perhaps more accurately, katana. An Iajutsu Master can
Weapon Finesse a katana with only a 2 level dip. This and its cousin, the dwarven waraxe, are also
probably the best use of the Exotic Weapon Masters uncanny blow stunt. For a character with an
abnormally high Str score, multiplying your modifier by a full 2 instead of 1.5 can start to get a little
unreasonable at a brisk pace. Also, it is a 2-handed martial weapon that can be used in one hand, and
thus counts as 2-handed for purposes of Disarming and Sundering (+4 for two-handed weapon, extra
HP for someone sundering you).
Editor: (Dwarven Waraxe/Bastard Sword): They are like the canonical examples of Exotic Weapons not
worth spending a feat on (well, after the monk weapons). If you want a dwarven waraxe, you play a
dwarf. And a bastard sword (or dwarven waraxe, for that that matter) only averages one point of
damage higher than a longsword. That's worse than Weapon Specialization, which is already a weak
feat. And I'm sure most people come across magic longswords more often than magic bastard swords,
so your Weapon Specialization (longsword) is going to be more useful than XWP (bastard sword).

SWORD, BROADBLADE SHORT
- COMPLETE ADVENTURER (3.5)
Exotic Light Melee Weapon
Cost: 75 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: P
Broadblade short swords have a wider blade and crossguard than normal swords. This feature makes them
more difficult to wield in combat, but the design allows skilled users to defend themselves better when
fighting cautiously. If you are proficient with the broadblade short sword and you fight defensively or
employ the total defense combat maneuver, you gain a +2 dodge bonus to AC for the rest of the round in
addition to the normal AC bonus from the combat maneuver (+2 for fighting defensively or +4 for total
defense). This bonus also applies if you are proficient with the weapon, have the Combat Expertise feat,
and shift at least 2 points of your attack bonus to AC for the round. Because of its benefit when fighting
defensively, the broadblade short sword is a popular off-hand weapon. Characters proficient with the
broadblade short sword can treat it as a short sword for the purpose of any of the following feats: Greater
Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon
Specialization.
Editor: I never saw a single player fight defensively, ever. EVER.

SWORD, BUTTERFLY
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
Exotic Light Melee Weapon
[SMW]
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: S
A monk using a butterfly sword fights with her unarmed base attack bonus, including her more favorable
number of attacks per round, along with other applicable modifiers. This is a special monk weapon.
Editor: Sucks.

SWORD, ELVEN COURTBLADE
- RACES OF THE WILD (3.5)
Exotic Two-Handed Melee Weapon
[Finesse]
Cost: 150 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 18-20/x2
Weight: 6 lb
Type: P or S
These exotic swords seem impossibly long and thin, tapering to a needlelike point. One edge of the blade is
sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip.
A courtblade has a basket-shaped hilt (usually made to resemble leaves and vines), a long grip, and a heavy
pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well. A character
with the Exotic Weapon Proficiency (elven courtblade) feat finds the weapon well suited for quick feints
and thrusts. A character can use an elven courtblade in conjunction with the Weapon Finesse feat, applying
her Dexterity bonus (if any) to melee attacks she makes with the weapon, though it remains a two-handed
weapon and not a light weapon. Characters proficient with the elven courtblade may treat it as a greatsword
for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization,
Improved Critical, Weapon Focus, and Weapon Specialization.
Editor: It can be finessed, but it still counts as a 2-handed weapon so you get 1.5x STR and 2x Power
Attack with it on damage - on a weapon with an 18-20 crit range. If you're an archery-path Ranger or a
Swordsage that's a good choice.
Editor: Slightly less damage then the Jovar. But this two handed weapon can be used for both Power
Attack and Weapon Finesse. Goes up to blue for an elf.

SWORD, ELVEN LIGHTBLADE
- COMPLETE WARRIOR (3.5)
- RACES OF THE WILD (3.5)
Exotic Light Melee Weapon
Cost: 50 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 1 lb
Type: P
This rapier-like exotic weapon is the size of a short sword but weighs only as much as a dagger. Dexterous
elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the
ribs of a foe. Some elf nobles carry a lightbladeoften decorated with intricate filigree and tiny
gemstonesas a sign of their station, even if they arent proficient in its use. Characters proficient with the
elven lightblade may treat it as a rapier or a short sword for the purpose of any of the following feats:
Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon
Specialization.
Editor: This little guy and its big brother, the thinblade, are just kukris and rapiers (respectively) with
bigger damage dice, although the lightblade does piercing damage, not slashing. Normally, this would
be a pass, but if youre an elf, Improved Weapon Familiarity gets you proficiency in both. Whats
better, your feats that name rapier (Weapon Focus, Weapon Specialization, etc) apply to both. Goes up
to blue for an elf.

SWORD, ELVEN THINBLADE
- COMPLETE WARRIOR (3.5)
- RACES OF THE WILD (3.5)
Exotic One-Handed Melee Weapon
[Finesse]
Cost: 100 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 18-20/x2
Weight: 3 lb
Type: P
This rapier-like exotic weapon is the size of a longsword but much lighter. Like the lightblade, it is favored
by dexterous elf fighters and rogues. A character can use the Weapon Finesse feat to apply his Dexterity
modifier instead of his Strength modifier to attack rolls with an elven thinblade. Characters proficient with
the elven thinblade may treat it as a rapier or a longsword for the purpose of any of the following feats:
Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon
Specialization.
Editor: Goes up to blue for an elf, otherwise its just a superior short sword. As it stands, its a one-handed
weapon you can use finesse on and still wield with two hands so you can get x2 on a power attack.

SWORD, HOOK
- SECRETS OF SARLONA (3.5)
Exotic One-Handed Melee Weapon
[SMW]
Cost: 40 gp
Damage (s): 1d4 (P) or 1d6 (S)
Damage (m): 1d6 (P) or 1d8 (S)
Critical: x2
Weight: 4 lb
Type: P or S
Disarm: +2
A single piece of forged metal makes up the grip, guard, and blade of this weapon, which has a crescent
blade on the outer part of the guard and a hook on the end of the blade. The end opposite the hooked blade
forms a dagger-like spike that can be used for stabbing. You can strike with the crescent blade or the long
spike, dealing the lower damage die for the weaponpiercing damage or slashing damage respectively.
The long, hooked blade of the weapon deals the higher damage die as slashing damage. With a hook sword,
you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being
disarmed if such an attempt fails). A monk who is proficient with the hook sword can treat it as a special
monk weapon.
Editor: Again with the one-handed double weapons. You know the two handed double weapons state you
need to fight with both hands to use both weapons, but never for the one-handed double weapons.
Sigh. It sucks anyways.

SWORD, SHORT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Martial Light Melee Weapon
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: P
This sword is popular as an off-hand weapon.
Editor: Meh.

SWORD, SPINNING
- SECRETS OF SARLONA (3.5)
Exotic One-Handed Melee Weapon
[Finesse, NSM, Reach-NM]
Cost: 50 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
The spinning sword, or chattaval in Quori, is a whip-like weapon designed by the quori and made of
multiple long strands of highly flexible steel. It is designed to aid a single skilled warrior against multiple
foes. A spinning sword has reach, so you can strike opponents 10 feet away with it. In addition, unlike most
other weapons that have reach, it can be used against an adjacent foe. The Weapon Finesse feat can be used
with a properly sized spinning sword, even though it isn't a light weapon. A spinning sword can't be
wielded in two hands to apply 1-1/2 times a character's Strength bonus on damage rolls. A spinning sword
can be worn as a belt, its grip functioning as a buckle. A successful DC 15 Search check is required to
discern that a spinning sword carried in this way is a weapon. If Sleight of Hand is used to conceal a
spinning sword as a belt, the wearer gets a +6 circumstance bonus on the check.
Editor: One-handed. Has reach, but can also be used against adjacent opponents. Specifically can NOT be
used two-handed. Can be worn as a belt, requiring a Search check at DC 15 to recognize it as a
weapon. This is a damn cool weapon.

SWORD, TWO-BLADED
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 100 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: 19-20/x2
Weight: 10 lb
Type: S
A two-bladed sword is a double weapon. You can fight with it 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 creature wielding a two-bladed sword in one hand cant
use it as a double weapononly one end of the weapon can be used in any given round.
Editor: Sucks.

SWORDCANE
- CITYSCAPE (3.5)
Martial One-Handed Melee Weapon
Cost: 60 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 18-20/x2
Weight: 3 lb
Type: P
Search DC: 25
This is the classic rapier hidden in a cane.
Editor: See rapier.

SWORDCATCHER, GNOME
- RACES OF STONE (3.5)
Exotic One-Handed Melee Weapon
Cost: 35 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 5 lb
Type: S
Disarm: +4
This short, heavy sword resembles a broad-bladed short sword with two heavy prongs extending up from
the hilt. These prongs are designed to help catch and disarm opponents weapons. When using a gnome
swordcatcher, you gain a +4 bonus on attack rolls made to disarm an opponent (including the roll to avoid
being disarmed yourself if such an attempt fails).
Editor: Bard/Marshal can use both Snowflake Wardance and the Art of War Aura to get a nice disarm
modifier with it. Never played a character with it, but it's an idea I kick around every so often. If you
are a gnome, you might want to try it with a triple dagger.

TAIL BLADE
- SAVAGE SPECIES (3.0)
Exotic One-Handed Melee Weapon
[Non-Standard Limb]
Cost: 17 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 6 lb
Type: S
This weapon consists of a blade and the sheath and harness necessary to attach it to a creatures tail. The
version presented here is for Medium-size creatures, such as lizardfolk. When using a tail blade, the
creature may make a melee attack with it at its full attack bonus and no other attacks, or it can make a tail
blade attack in addition to its other melee attacks. See Multiweapon Fighting and Multidexterity in the
Monster Manual for resulting penalties to attack rolls.
Editor: Unless you a have a tail or opposable WSA, move on. Now, with opposable, you could stick it on
your but and use it to fight.

TAIL CLUB
- SAVAGE SPECIES (3.0)
Exotic One-Handed Melee Weapon
[Non-Standard Limb]
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 10 lb
Type: B and P
This weapon consists of a club and the sheath and harness necessary to attach it to a creatures tail. The
version presented is for Medium-size creatures, such as lizardfolk. When using a tail club, the creature may
make a melee attack with it at its full attack bonus and no other attacks, or it can make a tail club attack in
addition to its other melee attacks. See Multiweapon Fighting and Multidexterity in the Monster Manual
for resulting penalties to attack rolls.
Editor: Unless you a have a tail or opposable WSA, move on. Now, with opposable, you could stick it on
your but and use it to fight.

TAIL SCYTHE
- SERPENT KINGDOMS (3.5)
Exotic One-Handed Melee Weapon
[Non-Standard Limb, Tripping, Undroppable]
Cost: 10 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 10 lb
Type: P or S
A tail scythe consists of a long, curved blade that is designed to be strapped to a serpentine tail. In fact, the
weapon is usable only by creatures possessing such an appendage, since it does not have a handle that lends
itself to a humanoid hand. The design of the tail scythe focuses tremendous force on the sharp point while
still allowing devastating slashes with the blade edge. Because of a tail scythes shape, you can also use it
to make trip attacks. However, if you are tripped during your own trip attempt, you cannot drop the tail
scythe to avoid being tripped. Donning or removing a tail scythe takes 1 round with the benefit of hands or
assistance, or 3 rounds without.
Editor: Unless you a have a tail or opposable WSA, move on. Now, with opposable, you could stick it on
your but and use it to fight. Of the three tail mounted weapons, this is the one to pick up. You can use
it to trip if you need to, and the damage isnt bad.

TAIL SPIKES, RATLING
- ORIENTAL ADVENTURES (3.0)
Exotic Light Melee Weapon
[Non-Standard Limb]
Cost: 1 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 1/2 lb
Type: P
A nezumi or vanara character who has proficiency with tail spikes can use them to make one extra attack in
a round at her highest base attack, in addition to all attacks with a hand-held weapon (or a ratlings natural
weapons). The tail spike attack and each other attack made that round suffer a 2 penalty apiece. For
example, at 6th level, Mintchap gets two attacks with her nagamaki at +8 and +3 (including her strength
bonus and Weapon Focus feat). If she uses tail spikes in addition, she gets three attacks: two with the
nagamaki at +6 and +1, and one with the tail spikes at +6. This penalty applies for 1 round, so it affects
attacks of opportunity the rattling might make before her next action.
Editor: Extra attack you say? Buy with Opposable and stick it on your butt. AWESOME! Of course it
takes a feat to use, thats why you buy it with aptitude or something. Sure its only 1d4, but with a high
enough strength bonus, it wont matter. Or sneak attack. Or a half dozen different things.

TANGAT, TALENTA
- EBERRON CAMPAIGN SETTING (3.5)
Exotic Two-Handed Melee Weapon
Cost: 40 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 8 lb
Type: S
The tangat, developed by the halflings of the Talenta Plains, features a curved blade (like a scimitar's)
mounted on a short haft.
Editor: Technically this should be a racial weapon for halflings, but thats a DM call. If so, Id take it as a
halfling if I got all martial weapons. Otherwise, no.

TANGLEFOOT BAG
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Calculus)
Cost: 50 gp
Range: 10 ft
Weight: 1 lb
This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature (as a ranged
touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the
target and then becoming tough and resilient upon exposure to air. An entangled creature takes a 2 penalty
on attack rolls and a 4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor,
unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are
unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex
save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not
function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC
17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying
to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is
automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped
off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting
who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle
and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent
to a stuck creature dissolves the alchemical goo immediately.
Editor: This and caltrops can slow someone down to a crawl. Its up there on the list of things that should
be used, but people forget about all the time.

THREE-SECTION STAFF
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
- SWORD AND FIST (3.0)
Exotic Two-Handed Melee Weapon
[SMW]
Cost: 4 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 8 lb
Type: B
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of
equal length, joined at the ends by chain, leather, or rope. A monk using a three-section staff (for which she
must take an Exotic Weapon Proficiency feat) fights with her unarmed base attack bonus and her more
favorable number of attacks per round, along with other applicable attack modifiers. The three-section staff
requires two hands to use. This is a special monk weapon.
Editor: Yet another item to add to my farming monk. It still sucks.

THROMBASH
- SANDSTORM (3.5)
Martial One-Handed Melee Weapon
Exotic Ranged Weapon
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Range: 10 ft
Weight: 3 lb
Type: P or S
This fearsome weapon features two wicked, hooked blades facing in opposite directions at the end, and a
third blade jutting at an angle near the hilt. A thrombash is an exotic ranged weapon; it can be up to 30
inches long and is awkward to throw without special training. A character can use a thrombash in melee as
a martial weapon.
Editor: Get a spear. Itll do more damage and is easier to throw.

THROWING IRON
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Thrown Weapon
Cost: 8 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Range: 10 ft
Weight: 10 lb
Type: S
These weapons have complex blades with two or more edged or pointed protrusions. Unlike most hurled
weapons, throwing irons are as often thrown along a horizontal plane as along a vertical one.
Editor: Get a spear. Lighter, does more damage, can be used in melee, better range. Seriously, why does
this even exist?

THUNDERSTONE
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 30 gp
Range: 20 ft
Weight: 1 lb
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard
surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within
a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature,
in addition to the obvious effects, takes a 4 penalty on initiative and has a 20% chance to miscast and lose
any spell with a verbal component that it tries to cast. Since you dont need to hit a specific target, you can
simply aim at a particular 5-foot square. Treat the target square as AC 5.
Editor: A wonderful opening move when you are attacking from surprise. It lowers your targets initiative
and messes with spellcasters who arent known for good fortitude saves, and its got a good range,
being double that of most thrown ammunition.

TIGER CLAWS
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Light Melee Weapon
[SMW, Undroppable]
Cost: 5 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2
Weight: 2 lb
Type: P
Also known as bagh nakh, this is a strap or glove fitted with spikes in the palm and wielded like brass
knuckles. Your opponent cannot use a disarm action to disarm you of tiger claws. An attack with tiger
claws is considered an armed attack. A monk using tiger claws can strike with her unarmed base attack
bonus, including her more favorable number of attacks per round, along with other applicable modifiers.
The cost and weight are for a single tiger claw. This is a special monk weapon.
Editor: Despite being called claws, its only one hand, so you would have to buy a pair. Im not that
impressed, really. You can put gauntlet WSAs on them.

TONFA
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
Exotic One-Handed Melee Weapon
[SMW]
Cost: .2 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: 2 lb
Type: B
A monk using a tonfa can strike with her unarmed base attack bonus, including her more favorable number
of attacks per round, along with other applicable modifiers. This is a special monk weapon.
Editor: Its a club. Sigh.

TORTOISE BLADE, GNOME
- COMPLETE WARRIOR (3.5)
- RACES OF STONE (3.5)
Exotic Light Melee Weapon
[Shield]
Cost: 10 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x3
Weight: 3 lb
Type: P
This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in
cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks like a turtle shell
strapped to the wielders wrist, with a dagger-like blade jutting out where the wielders fingers should be. A
tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise
blade you do not get the shield bonus to your AC. A tortoise blade also provides a 1 armor check penalty
and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a tortoise blade can be
enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.
Editor: For a gnome, blue, for anyone else, green.

TOXIC TOOTH
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Tooth)
Cost: 30 gp
Alchemy DC: 25
Range: 5 ft (Max 5 ft)
Weight: 1 lb
Since the invention of alchemical capsules, researchers have continued to develop ever smaller delivery
devices. The current peak of achievement comes in the form of the toxic tooth. Made to look identical to its
wearers actual teeth (including the addition of plaque, random filth, and gaping cavities if necessary), a
toxic tooth can hold a single dose of a contact or inhaled poison. To activate a toxic tooth, the wearer must
bite down hard enough to crack it, then spit or exhale the poison at an adjacent creature. Doing so requires
a standard action to make a ranged touch attack, but does not provoke attacks of opportunity. If the attack
hits, the target is exposed to the poison and must save normally. Activating a toxic tooth also exposes its
wearer to the poison.
Editor: What is it? For lack of a better term, it is thrown ammunition, although you cant throw it, so much
as spit it. That said, it is highly recommended you use only contact poison and enchant the tooth to
include assassination, so you dont accidentally poison yourself. If you use inhaled poison, expect to
go down with the target.

TRI-BLADE
- FIENDISH CODEX I (3.5)
Exotic Thrown Weapon
Cost: 100 gp
Damage (s): 1d6
Damage (m): 2d4
Critical: x2
Range: 20 ft
Weight: 3 lb
Type: S
This thrown weapon consists of a three-bladed wedge launched from a sling-like device. Rutterkins usually
carry five of these for use in ranged combat.
Editor: Meh, not bad. Very, very expensive, mind you.

TRIDENT
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
[Set]
Cost: 15 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Range: 10 ft
Weight: 4 lb
Type: P
This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment
is shorter because its not as aerodynamic as those other weapons. If you use a ready action to set a trident
against a charge, you deal double damage on a successful hit against a charging character.
Editor: Its a more complex spear. Par for the course.

TRIPLE DAGGER
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Light Melee Weapon
Cost: 10 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: 19-20/x2
Weight: 1 lb
Type: P
Disarm: +3 circumstance bonus
This weapon is used in the off hand as a means to disarm an opponentyou hold it as you would a shield,
not another weapon, and so do not take penalties for fighting with two weapons. When using a triple
dagger, you get a +3 circumstance bonus on your opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed if you fail to disarm your opponent). The triple
dagger could also be used as a normal dagger, if desired, but if used in the off hand, all normal penalties for
fighting with two weapons apply.
Editor: You dont need to even be proficient with the weapon if you never plan on attacking with it. Just
get a +4 disarm weapon in your main hand, hold this in your off hand, let the two stack, and you got +7
to disarm. Boom goes the dynamite! You dont even need it to be magical. For someone who likes to
disarm, its the best 10 gp youll ever spend.

TRUNCHEON
- BOOK OF EXALTED DEEDS (3.5)
Martial One-Handed Melee Weapon
[Nonlethal]
Cost: 2 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 12 lb
Type: B
A truncheon is essentially a heavier version of the sapa one-handed martial weapon that deals nonlethal
damage. As with a sap, a rogue wielding a truncheon can deal extra nonlethal damage with a sneak attack,
but only if she is proficient in its use.
Editor: Big Stick. Whee.

URGROSH, DWARVEN
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic Two-Handed Melee Weapon
[Double, Set]
Cost: 50 gp
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: x3
Weight: 12 lb
Type: S or P
A dwarven urgrosh is a double weapon. You can fight with it 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, The urgroshs 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 is the off-hand weapon. A creature wielding a dwarven urgrosh in
one hand cant use it as a double weapononly one end of the weapon can be used in any given round. If
you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against
a charging character. If you use an urgrosh against a charging character, the spear head is the part of the
weapon that deals damage. An urgrosh is also called a spear-axe. Dwarves treat dwarven urgroshes as
martial weapons.
Editor: I had a build a while back that was pretty kickass that uses an exotic weapon. An Urgrosh qualifies
for both Flurry of Strikes AND Uncanny Blow, allowing you an extra swing per round at your highest
AB for a minor -2 penalty, AND you get 2x your Str bonus. Important: NEVER duel wield with it, as
this is the path to suck and fail). Also nice since you can enchant either end with different properties
and not have to worry about drawing a separate end. I recommend the axe head be your general
purpose ass kicker end with stuff like Wounding and Collision, and the pointy end be your exotic DR
cracking end with something like Transmuting or Shadowstriking.
Editor: Again, free for a dwarf. Normally, Id say double weapons arent worth the feat, but when it costs
nothing, go ahead. Granted, one end has a smaller damage dice, which doesnt give it the advantage of
other double weapons, but having two types of damage is handy, most of your feats apply to both ends,
and it can be set against a charge, which is in my opinion an underrated ability.

VERMINBANE
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Calculus)
Cost: 20 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
This tightly sealed flask contains a pale green smoke. When released into the air, the smoke fills a 5-foot-
square area. Most creatures are unaffected by the smoke, although humanoids generally find the smell
unpleasant. Vermin, however, find the smoke almost intolerable. To pass through an area filled with
verminbane, vermin must succeed on a Fortitude save (DC 15). Verminbane lasts for 1 minute, although
strong winds may decrease this duration.
Editor: Quite a bit of gold to scare off insects while camping. Maybe in a specific situation there might be
a use, but normally I wouldnt even bother with a vial just in case.

VICIOUS BLEEDER
- ARMS AND EQUIPMENT GUIDE (3.0)
Application
Cost: 50 gp
Alchemy DC: 25
Weight: 1 lb
This thick blue gel is a powerful anticoagulant. A wound caused by a weapon coated with vicious bleeder
continues to bleed for 2 rounds, dealing 1 additional point of damage on each of those rounds. Applying
vicious bleeder to a weapon (of any size) is a full round action that provokes an attack of opportunity. Once
applied to a weapon, vicious bleeder lasts for 1 minute before it evaporates. One flask of vicious bleeder
contains enough to coat one weapon of size Large or smaller. Vicious bleeder does not affect constructs,
elementals, oozes, outsiders, or undead.
Editor: You can put it on yourself, or preload it for your alchemy blade. As far as combat effectiveness,
Ive never been a big fan of damage over time. It does last for 10 rounds, which is nice. Its a push.

WAKIZASHI
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
- ORIENTAL ADVENTURES (3.0)
Martial Light Melee Weapon
Cost: 300 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
This small, slightly curved short sword is made with a skill only masterful weaponsmiths possess. It counts
as a masterwork weapon and grants its wielder a +1 bonus on attack rolls. A masterwork weapons bonus
on attack rolls does not stack with an enhancement bonus on attack rolls.
Editor: So, the weapon itself costs nothing? That makes no sense.

WAR FAN
- ARMS AND EQUIPMENT GUIDE (3.0)
- ORIENTAL ADVENTURES (3.0)
- SWORD AND FIST (3.0)
Exotic Light Melee Weapon
[SMW]
Cost: 30 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Weight: 3 lb
Type: S
This weapon appears to the untrained eye as nothing more than a beautifully crafted ladys fan. In fact, the
vanes of the fan are crafted from steel, and the tips are needle-sharp. When first entering melee using a war
fan, you may attempt a Bluff check against an opponents Sense Motive check. If you win the contest, you
gain a +4 bonus on attacks made against that foe during the first round of combat.
Editor: See collapsing crescent fan for notes on ways to use.

WARAXE, DWARVEN
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 30 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: x3
Weight: 8 lb
Type: S
A dwarven waraxe is 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.
Editor: Dwarven Waraxe is a 2-handed martial weapon that can be used in one hand, and thus counts as 2-
handed for purposes of Disarming and Sundering (+4 for two-handed weapon, extra HP for someone
sundering you). Bastard Sword/Dwarven Waraxe, as noted, are listed because of Exotic Weapon
Master's ability to give an exotic 1 handed weapon 2*STR to damage rather than 1.5*STR to damage
when wielded 2-handed.

WARD CESTUS
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic Unarmed Attack
Cost: 10 gp
Damage: As per your base unarmed damage
Critical: Ditto
Weight: 4 lb
Type: B
This is a stout leather gauntlet with a well-forged metal weight sewn into it over the knuckles. A strike with
a ward cestus is considered an unarmed attack. If you take a Total Defense action, you gain an additional
+1 bonus to your Armor Class, representing blows you block with the back of your protected hand. Your
opponent cannot disarm you of a ward cestus. The cost and weight are for a single ward cestus.
Editor: Wow. So, the weapon does whatever your base damage is as an unarmed attack. So what you have
here is a monks best friend. Tired of not being able to put weapon special abilities on your monk
damage? Strap 4 pounds of leather to your fist and you are good to go! There is some conjecture as to
if you can use your flurry of blows with it, since it is not specifically listed as a monk special weapon.
However, unlike other unarmed attack weapons, like the gauntlet, this does no damage in and of itself.
It specifically states that it does damage based on your unarmed damage. Ergo, if your unarmed attack
includes flurry of blows, then this should work with it, no problem.

WARHAMMER
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Martial One-Handed Melee Weapon
Cost: 12 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 5 lb
Type: B
This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head.
Editor: I dont see why its a favorite of dwarves. Maybe they just enjoy average weapons.

WARMACE
- COMPLETE WARRIOR (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Cost: 25 gp
Damage (s): 1d10
Damage (m): 1d12
Critical: x2
Weight: 10 lb
Type: B
Anyone wielding a warmace takes a 1 penalty to Armor Class because the weight of the weapon makes it
difficult to recover quickly from swinging it. A warmace is too large to use in one hand without special
training (the appropriate Exotic Weapon Proficiency feat). A character can use a warmace two-handed as a
martial weapon.
Editor: Its an exotic one-handed weapon that qualifies for uncanny blow and greater mighty wallop. Nice.
If you can get a bunch of size increases, this is the fastest scaling 1-handed weapon available

WARPIKE, DWARVEN
- RACES OF STONE (3.5)
Exotic Two-Handed Melee Weapon
[Droppable, Reach, Set, Tripping]
Cost: 45 gp
Damage (s): 1d8
Damage (m): 2d6
Critical: x3
Weight: 15 lb
Type: S or P
The dwarven warpike resembles a halberd with a greatly elongated shaft, to the end of which a
counterweight has been added. A dwarven warpike has reach. You can strike opponents 10 feet away with
it, but you cant use it against an adjacent foe. Normally, you strike with a dwarven warpikes axe head, but
the spike on the end is useful against charging opponents. If you use a ready action to set a dwarven
warpike against a charge, you deal double damage on a successful hit against a charging character. You can
use the hook on the back of a dwarven warpike to make trip attacks. If you are tripped during your own trip
attempt, you can drop the dwarven warpike to avoid being tripped.
Editor: Basically a halberd with better damage and reach. For dwarves this becomes blue.

WEAPON CAPSULE, GHOSTBLIGHT
- COMPLETE ADVENTURER (3.5)
Application
Cost: 100 gp
Alchemy DC: 35
Duration: 3 rounds
Weight: - lb
A ghostblight alchemical capsule coats a melee weapon or a thrown weapon with a thick gray liquid. This
substance allows the weapon to ignore the miss chance that ordinarily applies when the wielder is in
combat with incorporeal creatures (as if the weapon had the ghost touch magical property). The capsules
effects last for 3 rounds. It is a standard action to coat your weapon, unless you are using a weapon capsule
retainer.
Editor: Not horrible, but of limited use. At low levels, its the poor mans ghost touch.

WEAPON CAPSULE, QUICKFLAME
- COMPLETE ADVENTURER (3.5)
Application
Cost: 25 gp
Alchemy DC: 25
Duration: 1 rounds
Weight: - lb
A quickflame alchemical capsule coats a melee weapon or a thrown weapon with a thin sheet of oil that
instantly bursts into flame. This substance allows the weapon to deal extra fire damage for a short amount
of time without damaging the weapon or its wielder. A weapon treated with quickflame deals 1d6 points of
fire damage with each successful strike. The capsules effects last for 1 round, ending at the beginning of
the wielders next turn. This fire damage doesnt stack with any other fire damage the weapon deals. It is a
standard action to coat your weapon, unless you are using a weapon capsule retainer.
Editor: Not a bad choice, and it stacks well with other sources of fire damage.

WEAPON CAPSULE, QUICKFROST
- COMPLETE ADVENTURER (3.5)
Application
Cost: 25 gp
Alchemy DC: 25
Duration: 1 rounds
Weight: - lb
A quickfrost alchemical capsule coats a melee weapon or a thrown weapon with a thin sheet of oil that
instantly cools to a dangerously low temperature. This substance allows the weapon to deal extra cold
damage for a short amount of time without damaging the weapon or its wielder. A weapon treated with
quickfrost deals 1d6 points of cold damage with each successful strike. The capsules effects last for 1
round, ending at the beginning of the wielders next turn. This cold damage doesnt stack with any other
cold damage the weapon deals. It is a standard action to coat your weapon, unless you are using a weapon
capsule retainer.
Editor: Not a bad choice, and it stacks well with other sources of cold damage.

WEAPON CAPSULE, QUICKSILVER
- COMPLETE ADVENTURER (3.5)
Application
Cost: 25 gp
Alchemy DC: 30
Duration: 3 rounds
Weight: - lb
A quicksilver alchemical capsule coats a melee weapon or a thrown weapon with a thick silvery liquid.
This substance allows the weapon to deal damage as if it were coated with silver (including the normal 1
penalty on damage rolls for silvered weapons). The capsules effects last for 3 rounds and override any
other special material effects of the weapon. It is a standard action to coat your weapon, unless you are
using a weapon capsule retainer.
Editor: An actual silver weapon doesnt cost that much. Very quickly, like, using this more then three
times in a lifetime, it becomes cheaper to just buy a silver weapon.

WEAPON CAPSULE, QUICKSPARK
- COMPLETE ADVENTURER (3.5)
Application
Cost: 25 gp
Alchemy DC: 25
Duration: 1 rounds
Weight: - lb
A quickspark alchemical capsule coats a melee weapon or a thrown weapon with a thin sheet of liquid that
crackles and sparks with dangerous electrical energy. This substance allows the weapon to deal extra
electricity damage for a short amount of time without damaging the weapon or its wielder. A weapon
treated with quickspark deals 1d6 points of electricity damage with each successful strike. The capsules
effects last for 1 round, ending at the beginning of the wielders next turn. This electricity damage doesnt
stack with any other electricity damage the weapon deals. It is a standard action to coat your weapon,
unless you are using a weapon capsule retainer.
Editor: Not a bad choice, and it stacks well with other sources of electrical damage.

WEAPON CAPSULE RETAINER
- COMPLETE ADVENTURER (3.5)
Accessory
Cost (Basic): 100 gp
Cost (Triple): 450 gp
Weight: - lb
Ammo: Capsule
The most common method of delivering the effect of an alchemical weapon capsule is the weapon capsule
retainer. This long leather thong, wrapped around a melee weapon or a thrown weapon (but not a projectile
weapon) just at the base of the blade or striking surface, holds a thin, fitted ring sized for a single
alchemical capsule. A more expensive option is the triple weapon capsule retainer, which stores three
capsules rather than one. A character wielding a weapon with a triple retainer can use one, two, or all three
capsules it holds as part of the same action. Only one weapon capsule retainer (or triple retainer) can be
attached to any weapon. Attaching a weapon capsule retainer to a weapon or putting a capsule into an
empty weapon capsule retainer is a full-round action that provokes attacks of opportunity. Thus, filling an
empty triple weapon capsule retainer requires three full-round actions. An alchemical weapon capsule
retainer can be filled with a single dose of an injury poison. Activating the capsule coats the weapon with
the poison, allowing the wielder to deliver toxic strikes with the weapon. A character using poison in this
way faces all the normal perils of using poison (including accidental exposure when activating the capsule
or with a natural 1 on the attack roll). It is a swift action to activate.
Editor: Everyone should have one of these. Every once in a while youll need to do just a little more
damage. If you are loading poison into your weapon capsules, you need to buy the WSA assassination
so you dont accidentally poison yourself. Having compared alchemists fire to the quickflame capsule,
I have determined that they are the same thing. For the sake of completeness, I see no reason why you
cant load certain other applications into the capsules. Bladefire and Vicious Bleeder come to mind.
That is a DM call, but should work the same.

WEEPING STONE
- BOOK OF VILE DARKNESS (3.0)
Simple Thrown Ammunition (Bullet)
Cost: 100 gp
Alchemy DC: 25
Damage (s): 1d2
Damage (m): 1d3
Weight: 1 lb
Created through alchemical processes that inflict terrible and sometimes lethalpain on a living being, a
weeping stone causes anyone touching it to his or her face to begin to weep and feel great sorrow. Such a
character is considered shaken for 1d6 rounds.
Editor: This ammunition requires a normal attack roll to hit the target, not a touch attack. A shaken
character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. For the cost,
it might make an interesting alternate for a sling stone.

WHIP
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK I (3.5)
Exotic One-Handed Melee Weapon
[Nonlethal, Droppable, Finesse, Reach-15, Tripping]
Cost: 1 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Weight: 2 lb
Type: S
Disarm: +2
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or
a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though
you dont 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. Because a whip can wrap
around an enemys leg or other limb, you can make trip attacks with a it. If you are tripped during your own
trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the
attack fails). 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 isnt a light weapon for you.
Editor: Add whirlwind attack, ether as a WSA or the feat and trip everyone for 15 feet. Get a mighty whip
instead.

WHIP, MIGHTY
- SWORD AND FIST (3.0)
Exotic One-Handed Melee Weapon
[Nonlethal, Droppable, Reach-15, Tripping]
Cost: (+1) 200 gp, (+2) 300 gp, (+3) 400 gp, (+4) 500 gp
Damage (s): 1
Damage (m): 1d2
Critical: x2
Weight: (+1) 3 lb, (+2) 4 lb, (+3) 5 lb, (+4) 6 lb,
Type: S
Disarm: +2
A character who takes the Exotic Weapon Proficiency (whip) feat is also proficient in the mighty whip. A
mighty whip is made with especially heavy material that allows a strong wielder to take advantage of an
above average Strength score. The mighty whip allows you to add your Strength bonus to its subdual
damage, up to the maximum bonus indicated.
Editor: Id still pick a whip dagger over this.

WHIP, SCORPION-TAIL
- SANDSTORM (3.5)
Exotic One-Handed Melee Weapon
[Nonlethal, Reach-15]
Cost: 75 gp
Damage (s): 1d3
Damage (m): 1d4
Critical: x2 (Lethal + Poison)
Weight: 3 lb
Type: P or S
A scorpion-tail whip is made from the dried tail of a Large monstrous scorpion, with the stinger intact.
Used by some of the crueler desert tribes, the whip deals nonlethal damage except on a critical hit. On a
critical hit, the whip deals lethal damage and injects a small amount of Large monstrous scorpion venom
(injury, Fortitude DC 18, initial and secondary damage 1d6 Str), which is stored in a small bladder in the
stinger. The bladder can hold only one dose at a time, and adding a dose of venom takes 1 minute. The
whip can hold any other contact or injury poison.
Editor: Too variable for my tastes, but the poison effect built in is nice.
Editor (Errata): Alas, they stopped 3.5 before they could come out with the errata for sandstorm, so this
weapon is in limbo. Officially there the base damage for the weapon is Small: 1d33, Medium: 1d43,
and it has no range. Clearly the damage is a typo, but is it a ranged weapon? The picture has it over 15
feet, but it doesnt actually say anywhere that you should treat it like a whip. Having searched the
length and width of the internet, I have come to the conclusion that this is indeed a reach 15 foot
weapon. That said, a DM is within his rights to have the weapon have no reach as well. However, if
you are going by RAW then you also have to suck the 1d43 damage. So I humbly suggest you use my
corrections and live with it.

WHIP, STINGRAY
- STORMWRACK (3.5)
Exotic One-Handed Melee Weapon
[Finesse, Reach-NM]
Cost: 15 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x3
Reach: 0 to 10
Weight: 3 lb
Type: P or S
The barbed tail of a stingray can be converted into a flexible weapon, something akin to a riding crop. A
stingray whip deals no damage to any creature with a +2 or higher armor bonus or a natural armor bonus +4
or higher. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength
modifier to attack rolls with a stingray whip sized for you, even though it isnt a light weapon for you. The
stingray tail no longer contains poison glands, but a residue of its venom remains. A creature that takes
damage from the stingray whip must make a DC 12 Fortitude save or take a 1 penalty on attack rolls,
damage rolls, and skill checks from painful welts. Treat a stingray whip as leather for purposes of sunder
attempts. It can only be used out to 10 feet, unlike a normal whip, which can be used out to 15 feet.
Editor: Again, too variable for my tastes.

WHIP-DAGGER
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic One-Handed Melee Weapon
[Droppable, Reach-15, Tripping]
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 3 lb
Type: S
Disarm: +2
A character who takes the Exotic Weapon Proficiency (whip) feat is also proficient in the whip-dagger.
Unlike standard whips, the whip-daggers ability to deal damage is unhindered by armor bonuses and
natural armor bonuses. Although you keep it in hand, the whip-dagger is treated as a ranged weapon with a
maximum range of 15 feet and no range penalties. Because the whip-dagger can wrap around an enemys
leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can
drop the whip dagger to avoid being tripped. You get a +2 bonus on your opposed attack roll when
attempting to disarm an opponent (including the roll to keep from being disarmed yourself if you fail to
disarm your opponent).
Editor: 15 feet of reach, which might be helpful on occasion. You can also use it with the Whip Climber
Skill Trick to do Indiana Jones-ish swinging.

WHIP-DAGGER, MIGHTY
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Exotic One-Handed Melee Weapon
[Droppable, Reach-15, Tripping]
Cost: (+1) 225 gp, (+2) 325 gp, (+3) 425 gp, (+4) 525 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Weight: (+1) 4 lb, (+2) 5 lb, (+3) 6 lb, (+4) 7 lb,
Type: S
Disarm: +2
A mighty whip-dagger is made with especially heavy material that allows a strong user to take advantage of
an above-average Strength score. The mighty whip-dagger allows you to add your Strength bonus to
damage, up to the maximum bonus indicated.
Editor: In my opinion, the best whip you can buy. Thats not saying much.

WITCHWEED STICK
- LORDS OF DARKNESS (3.0)
Simple Thrown Ammunition (Stick)
Cost: 40 gp
Alchemy DC: 20
Range: 5 ft
Weight: 1 lb
This paste, which smells like tobacco, is refined from the stalks and leaves of the witchweed plant. It is
packed into thick paper tubes about the size of a smokestick. When ignited it creates a 10-foot cube of light
smoke that provides no concealment. Anyone attempting to cast arcane spells within the smoke must
succeed at a Concentration check as if casting defensively (DC 15 + spell level). If the check fails, the spell
is lost. The smoke loses its alchemical abilities after 5 rounds, and dissipates normally.
Editor: If thrown, you are trying to hit AC 5 and are aiming for a given square, if you miss, you are
assumed to have put the witchweed out and the material is no longer usable.. It takes a move action to
light the material. It must be lit before it is thrown or it does nothing. The smoke effectively has a 5
foot area spread (to update it for 3.5) and the smoke fills up the area it is in at the end of your action. If
someone else picks it up and throws it, they have to make an attack roll to hit AC 5 or they put it out.
Someone throwing it can choose to fail and just throw the witchweed away (i.e., throw it against a
wall). Or, if they wish, they can just take a standard action to stomp it out. The smoke does not
disperse until the end of your turn.

ZULAAT
- SECRETS OF SARLONA (3.5)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 80 gp
Damage (s): 1d6/1d6
Damage (m): 2d4/2d4
Critical: x3
Weight: 12 lb
Type: S
Zulaats are Riedran weapons that have glaive-like heads at either end. A zulaat is a double weapon. You
can fight with it 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 creature wielding a zulaat in one hand can't use it as a double weapononly one end of the
weapon can be used in any given round.
Editor: I am not impressed. Meh.
d100 MASTER RANDOM WEAPON TABLE
01-10 SIMPLE LIGHT MELEE WEAPON
11-20 SIMPLE ONE-HANDED MELEE WEAPON
21-30 SIMPLE TWO-HANDED MELEE WEAPON
31-40 SIMPLE RANGED WEAPON
41-50 SIMPLE THROWN WEAPON
51 SIMPLE LIGHT MELEE AMMUNITION
52-56 SIMPLE THROWN AMMUNITION
57-61 MARTIAL LIGHT MELEE WEAPON
62-66 MARTIAL ONE-HANDED MELEE WEAPON
67-71 MARTIAL TWO-HANDED MELEE WEAPON
72-76 MARTIAL RANGED WEAPON
77-79 EXOTIC LIGHT MELEE WEAPON
80-82 EXOTIC ONE-HANDED MELEE WEAPON
83-85 EXOTIC TWO-HANDED MELEE WEAPON
86-88 EXOTIC RANGED WEAPON
89-91 EXOTIC THROWN WEAPON
92-94 EXOTIC THROWN AMMUNITION
95 UNARMED ATTACK
96 EXOTIC UNARMED ATTACK
97 TRAP
98 AMMUNITION
99 ACCESSORY
00 APPLICATION
Simple Light Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01 ASPERGILLUM 1d4 1d6 x2 0 3 B 5 305 Flask [Simple, Light, Melee, Metal, Weapon]
02-06 BLADE, CLOSE FIGHTING 1d3 1d4 x3 N/A 0.5 P 100 400 N/A [Simple, Light, Melee, Metal, Weapon]
07-11 BOOT BLADE 1d3 1d4 19-20/x2 N/A 0.5 P or S 4 304 N/A [Simple, Light, Melee, Metal, Weapon. Hidden]
12-16 BOW BLADE 1d3 1d4 x3 N/A 0.5 P 4 304 N/A [Simple, Light, Melee, Metal, Weapon]
17-41 DAGGER 1d3 1d4 19-20/x2 10 1 P or S 2 302 N/A [Simple, Light, Melee, Metal, Weapon]
42-46 DAGGER, PUNCHING 1d3 1d4 x3 N/A 1 P 2 302 N/A [Simple, Light, Melee, Metal, Weapon, Hidden]
47-51 ELBOW BLADE 1d3 1d4 x3 N/A 1 P 4 304 N/A [Simple, Light, Melee, Metal, Weapon]
52 FLUTE, STEEL 1d3 1d4 x2 10 2 B 15 315 N/A [Simple, Light, Melee, Metal, Weapon]
53-62 GAUNTLET, SPIKED 1d3 1d4 x2 N/A 1 P 5 305 N/A [Simple, Light, Melee, Metal, Weapon]
63-72 HALFSPEAR 1d3 1d4 x2 20 2 P 1 301 N/A [Simple, Light, Melee, Wood Weapon, Set]
73 HAND CROSSBOW BLADE 1d3 1d4 19-20/x2 N/A 0.5 P or S 4 304 N/A [Simple, Light, Melee, Metal, Weapon]
74 INSTRUMENT BLADE 1d3 1d4 19-20/x2 10 0.5 P or S 10 310 N/A [Simple, Light, Melee, Metal, Weapon, Hidden]
75-84 MACE, LIGHT 1d4 1d6 x2 N/A 4 B 5 305 N/A [Simple, Light, Melee, Metal, Weapon]
85 MUSPELRULE 1d3 1d4 19-20/x2 N/A 1 B 2 302 N/A [Simple, Light, Melee, Wood, Weapon]
86-95 SICKLE 1d4 1d6 x2 N/A 2 S 6 306 N/A [Simple, Light, Melee, Metal, Weapon]
96-00 SLEEVE BLADE 1d3 1d4 19-20/x2 10 1 P or S 4 304 N/A [Simple, Light, Melee, Metal, Weapon, Hidden]
Simple One-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-05 ASPERGILLUM, HEAVY 1d6 1d8 x2 0 12 B 100 400 Flask [Simple, One-Handed, Melee, Metal, Weapon]
06-35 CLUB 1d4 1d6 x2 10 3 B 0 300 N/A [Simple, One-Handed, Melee, Wood, Weapon]
36-37 CROSSBOW BAYONET, KNIFE 1d4 1d6 X2 N/A 1 P 2 302 N/A [Simple, One-Handed, Melee, Metal, Weapon]
38-39 GAUNTLET, BATTLE Special Special Special N/A 4 B 10 310 N/A [Simple, One-Handed, Melee, Metal, Weapon]
40-59 MACE, HEAVY 1d6 1d8 x2 N/A 8 B 12 312 N/A [Simple, One-Handed, Melee, Metal, Weapon]
60-64 MORNINGSTAR 1d6 1d8 x2 N/A 6 B and P 8 308 N/A [Simple, One-Handed, Melee, Metal, Weapon]
65 SHORTBOW, ELVENCRAFT 1d4 1d6 x2 N/A +0 B +300 +600 N/A [Simple, One-Handed, Melee, Wood, Weapon]
66-95 SHORTSPEAR 1d4 1d6 x2 20 3 P 1 301 N/A [Simple, One-Handed, Melee, Wood, Weapon]
96-00 SICKLE, HEAVY 1d6 1d8 x2 N/A 6 S 12 312 N/A [Simple, One-Handed, Melee, Metal, Weapon]
Simple Two-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01-05 CROSSBOW BAYONET, SWORD 1d6 1d8 x3 N/A 2 P 4 304 [Simple, One-Handed, Melee, Metal, Weapon, Set]
06-10 LONGBOW, ELVENCRAFT 1d4/1d4 1d6/1d6 x2 N/A +0 B +300 +600 [Simple, One-Handed, Melee, Wood, Weapon]
11-30 LONGSPEAR 1d6 1d8 x3 N/A 9 P 5 305 [Simple, One-Handed, Melee, Wood, Weapon, Reach, Set]
31-65 QUARTERSTAFF 1d4/1d4 1d6/1d6 x2 N/A 4 B 0 600 [Simple, One-Handed, Melee, Wood, Weapon, Double, SMW]
66-00 SPEAR 1d6 1d8 x3 20 6 P 0 300 [Simple, One-Handed, Melee, Wood, Weapon, Set]
Simple Ranged Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-05 BLOWGUN 1 1 x2 10 2 P 1 301 Blowgun Needle [Simple, Ranged, Wood, Weapon]
06-07 CROSSBOW, GRAPPLE-FIRING 1d2 1d3 x2 120 12 P 70 370 Grapple Bolt [Simple, Ranged, Wood, Weapon]
08-32 CROSSBOW, HEAVY 1d8 1d10 19-20/x2 120 8 P 50 350 Bolt [Simple, Ranged, Wood, Weapon]
33-57 CROSSBOW, LIGHT 1d6 1d8 19-20/x2 80 4 P 35 335 Bolt [Simple, Ranged, Wood, Weapon]
58 MISTER Special Special N/A 5 (max 5) 0 N/A 150 450 Poison, Potion [Simple, Ranged, Metal, Weapon]
59 PERCOLATOR 1d2 heat 1d3 Heat x2 5 (max 5) 1 N/A 1 301 Boiling Beverage [Simple, Ranged, Metal, Weapon]
60-99 SLING 1d3 1d4 x2 50 0 B 0 300 Bullet [Simple, Ranged, Cloth/Leather, Weapon]
00 SPRAYER Special Special N/A 10 ft Line 4 N/A 14 314 Fluid [Simple, Ranged, Metal, Weapon]
Simple Thrown Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01-10 DART, BARBED 1d3 1d4 18-20/x2 20 5 P 1 350 [Simple, Thrown, Wood, Weapon]
11-50 DART, THROWN 1d2 1d3 x2 20 0.5 P 0.5 300.5 [Simple, Thrown, Wood, Weapon]
51-100 JAVELIN 1d4 1d6 x2 30 2 P 1 301 [Simple, Thrown, Wood, Weapon]
Simple Light Melee Ammunition Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01-50 FLASH PAPER N/A N/A N/A N/A 0 N/A 5 550 [Simple, Light, Melee, Ammunition (Flash Paper)]
51-00 OCANTHUS KNIFE 1d8 2d6 x2 20 0.5 P 450 22,800 [Simple, Light, Melee, Ice, Ammuniton (Ocanthus Knife)]
d100 SIMPLE THROWN AMMUNITION Cost (1) Cost (50) Mwk Attributes
01 ABOLETH MUCUS 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
02-06 ACID 10 800 [Simple, Thrown, Ammunition (Flask), Splash]
07 ACIDIC FIRE 30 1,800 [Simple, Thrown, Ammunition (Flask), Splash]
08 ALCHEMISTS FIRE 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
09 ALCHEMISTS FROST 25 1,550 [Simple, Thrown, Ammunition (Flask), Splash]
10 ALCHEMISTS MINERAL ACID 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
11 ALCHEMISTS SPARK 25 1,550 [Simple, Thrown, Ammunition (Flask), Splash]
12 ANARCHIC WATER 50 2,800 [Simple, Thrown, Ammunition (Flask), Splash]
13 ATRAMEN OIL 50 2,800 [Simple, Thrown, Ammunition (Flask), Splash]
14 AXIOMATIC WATER 50 2,800 [Simple, Thrown, Ammunition (Flask), Splash]
15 BILE DROPPINGS 50 2,800 [Simple, Thrown, Ammunition (Flask), Splash]
16 BLOODSPIKE 25 1,550 [Simple, Thrown, Glass, Ammunition (Bloodspike)]
17-21 CALTROPS 1 301 [Simple, Thrown, Metal, Ammunition (Caltrops)]
22 CALTROPS, CRYSTAL 150 450 [Simple, Thrown, Glass, Ammunition (Caltrops)]
23 DART, ACID [Thrown] 20 1,300 [Simple, Thrown, Glass, Ammunition (Dart)]
24 DART, STUN [Thrown] 40 2,300 [Simple, Thrown, Glass, Ammunition (Dart)]
25 DEFOLIATOR 15 1,050 [Simple, Thrown, Ammunition (Flask), Splash]
26 DELVER SLIME 150 7,800 [Simple, Thrown, Ammunition (Flask), Splash]
27 DITHERBOMB [Weak] 100 5,300 [Simple, Thrown, Ammunition (Calculus), Explosive]
28 DITHERBOMB [Strong] 300 15,300 [Simple, Thrown, Ammunition (Calculus), Explosive]
29 DITHERBOMB [Wyrm] 1,000 50,300 [Simple, Thrown, Ammunition (Calculus), Explosive]
30 DWARFBLIND STONE 50 2,800 [Simple, Thrown, Stone, Ammunition (Bullet), Explosive]
31 EGGSHELL GRENADE, DUST 10 800 [Simple, Thrown, Ammunition (Eggshell), Splash]
32 EGGSHELL GRENADE, FLASHPOWDER 60 3,300 [Simple, Thrown, Ammunition (Eggshell), Splash]
33 EGGSHELL GRENADE, PEPPER 10 800 [Simple, Thrown, Ammunition (Eggshell), Splash]
34 EGGSHELL GRENADE, POISON SMOKE 150 7,800 [Simple, Thrown, Ammunition (Eggshell), Splash]
35 ELEMENTAL LOADSTONE 200 10,300 [Simple, Thrown, Ammunition (Bullet)]
36 EXPLOSIVE PACK [2 lbs] 200 10,300 [Simple, Thrown, Ammunition (Pack), Explosive]
37 EXPLOSIVE PACK [8 lbs] 800 40,300 [Simple, Thrown, Ammunition (Pack), Explosive]
38 EXPLOSIVE PACK [14 lbs] 1,400 70,300 [Simple, Thrown, Ammunition (Pack), Explosive]
39 EXPLOSIVE PACK [20 lbs] 2,000 100,300 [Simple, Thrown, Ammunition (Pack), Explosive]
40 FARFLAME OIL 2 400 [Simple, Thrown, Ammunition (Flask), Splash]
41 FEATHER POWDER 70 3,800 [Simple, Thrown, Ammunition (Flask), Splash]
42 FERROUS AQUA 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
43 FESTERING BOMB 50 2,800 [Simple, Thrown, Ammunition (Calculus), Splash]
44 FLASH GRENADE 60 3,300 [Simple, Thrown, Ammunition (Bullet), Splash]
45 FLASH PELLET 50 2,800 [Simple, Thrown, Ammunition (Pellet)]
46 FLASH TUBE 30 1,800 [Simple, Thrown, Ammunition (Flask), Splash]
47-51 FLOUR POUCH 0.1 305 [Simple, Thrown, Ammunition (Calculus), Splash]
52 FROSTFIRE 40 2,300 [Simple, Thrown, Ammunition (Flask), Splash]
53 GLOWPOWDER 50 2,800 [Simple, Thrown, Ammunition (Powder)]
54 GRAVEBANE 50 2,800 [Simple, Thrown, Ammunition (Flask)]
55-59 HOLY WATER 50 2,800 [Simple, Thrown, Ammunition (Flask), Splash]
60 LIQUID EMBERS 600 30,300 [Simple, Thrown, Ammunition (Flask), Splash]
61 LIQUID LIGHT 25 1,550 [Simple, Thrown, Ammunition (Flask), Splash]
62 LIQUID SALT 200 10,300 [Simple, Thrown, Ammunition (Flask), Splash]
63 LIQUID SMOKE 20 1,300 [Simple, Thrown, Ammunition (Flask)]
64 LIQUID SUNLIGHT 20 1,300 [Simple, Thrown, Ammunition (Bullet)]
65-66 MARBLES 0.2 300.2 [Simple, Thrown, Metal, Ammunition (Caltrops)]
67 MOTELIGHT 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
68 OLEUM 30 1,800 [Simple, Thrown, Ammunition (Flask), Splash]
69-73 OIL 0.1 300.1 [Simple, Thrown, Ammunition (Flask), Splash]
74 POWDERED SILVER 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
75 PURE ELEMENT, AIR 1,000 50,300 [Simple, Thrown, Ammunition (Flask), Splash]
76 PURE ELEMENT, EARTH 1,000 50,300 [Simple, Thrown, Ammunition (Flask), Splash]
77 PURE ELEMENT, FIRE 1,000 50,300 [Simple, Thrown, Ammunition (Flask), Splash]
78 PURE ELEMENT, WATER 1,000 50,300 [Simple, Thrown, Ammunition (Flask), Splash]
79 RED TIDEWATER 25 1,55o [Simple, Thrown, Ammunition (Flask), Splash]
80 RUST CUBE 100 5,300 [Simple, Thrown, Ammunition (Bullet)]
81 SAND, SLUMBER 30 1,800 [Simple, Thrown, Ammunition (Flask)]
82 SCENTBREAKER 5 550 [Simple, Thrown, Ammunition (Calculus), Splash]
83 SHRIEK ROCK 3 450 [Simple, Thrown, Ammunition (Bullet)]
84 SLEEPING FIRE 40 340 [Simple, Thrown, Ammunition (Flask)]
85 SMOKESTICK 20 1,300 [Simple, Thrown, Ammunition (Stick)]
86 SMOKESTICK, NOXIOUS 80 4,300 [Simple, Thrown, Ammunition (Stick)]
87 SPARKSTONE 3 450 [Simple, Thrown, Ammunition (Calculus), Splash]
88 SPORE FLASK 1,000 50,300 [Simple, Thrown, Ammunition (Flask), Splash]
89 SPRINGWALL 60 3,300 [Simple, Thrown, Ammunition (Calculus)]
90 STONEBREAKER ACID 20 1,300 [Simple, Thrown, Ammunition (Flask), Splash]
91-93 TANGLEFOOT BAG 50 2,800 [Simple, Thrown, Ammunition (Calculus)]
94-96 THUNDERSTONE 30 1,800 [Simple, Thrown, Ammunition (Bullet)]
97 TOXIC TOOTH 30 1,800 [Simple, Thrown, Ammunition (Tooth)]
98 VERMINBANE 20 1,300 [Simple, Thrown, Ammunition (Calculus)]
99 WEEPING STONE 100 5,300 [Simple, Thrown, Ammunition (Bullet)]
00 WITCHWEED STICK 40 2,300 [Simple, Thrown, Ammunition (Stick)]
Martial Light Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01-15 AXE, THROWING 1d4 1d6 x2 10 2 S 8 308 [Martial, Light, Melee, Metal, Weapon]
16-20 CUTLASS 1d4 1d6 19-20/x2 N/A 3 S 15 315 [Martial, Light, Melee, Metal, Weapon]
21-22 HAMMER, LIGHT 1d3 1d4 x2 20 2 B 1 301 [Martial, Light, Melee, Metal, Weapon]
23-26 HAMMER, THROWING 1d4 1d6 x2 20 2 B 30 330 [Martial, Light, Melee, Metal, Weapon]
27-31 HANDAXE 1d4 1d6 x3 N/A 3 S 6 306 [Martial, Light, Melee, Metal, Weapon]
32 HELMET, HORNED 1d3 1d4 x2 N/A 4 P 25 325 [Martial, Light, Melee, Metal, Weapon, Non-Standard Limb, Reach-0]
33 INSTRUMENT BAYONET 1d3 1d4 19-20/x2 N/A 2 P 5 305 [Martial, Light, Melee, Metal, Weapon]
34 JAMBIYA 1d2 1d3 18-20/x2 N/A 2 S 4 304 [Martial, Light, Melee, Metal, Weapon]
35 KNEE BLADE 1d4 1d6 19-20/x2 N/A 2 P 20 320 [Martial, Light, Melee, Metal, Weapon]
36 KUKRI 1d3 1d4 18-20/x2 N/A 2 S 8 308 [Martial, Light, Melee, Metal, Weapon]
37 LANCET, GEHENNAN 1d3 1d4 18-20/x2 N/A 3 P 7 307 [Martial, Light, Melee, Metal, Weapon]
38-42 PICK, LIGHT 1d3 1d4 x4 N/A 3 P 4 304 [Martial, Light, Melee, Metal, Weapon]
43-47 RAZORED ARMOR 1d4 1d6 x2 N/A +10 S +50 +350 [Martial, Light, Melee, Metal, Weapon]
48-52 SAP 1d4 1d6 x2 N/A 2 B 1 301 [Martial, Light, Melee, Metal, Weapon, Nonlethal]
54 SHIELD, LIGHT [Steel] 1d2 1d3 x2 N/A 5 B 9 459 [Martial, Light, Melee, Metal, Weapon, Shield]
53 SHIELD, LIGHT [Wood] 1d2 1d3 x2 N/A 6 B 3 453 [Martial, Light, Melee, Wood, Weapon, Shield]
61-62 SHIELD, LIGHT RAZORED [Steel] 1d3 1d4 x2 N/A 10 S 19 493 [Martial, Light, Melee, Metal, Weapon, Shield]
59-60 SHIELD, LIGHT RAZORED [Wood] 1d3 1d4 x2 N/A 11 S 13 463 [Martial, Light, Melee, Metal, Weapon, Shield]
57-58 SHIELD, LIGHT SPIKED [Steel] 1d3 1d4 x2 N/A 10 P 19 493 [Martial, Light, Melee, Metal, Weapon, Shield]
55-56 SHIELD, LIGHT SPIKED [Wood] 1d3 1d4 x2 N/A 11 P 13 463 [Martial, Light, Melee, Metal, Weapon, Shield]
63-67 SPIKED ARMOR 1d4 1d6 x2 N/A +10 P +50 +350 [Martial, Light, Melee, Metal, Weapon]
68 STABAXE 1d4 1d6 x3 N/A 1 S 5 305 [Martial, Light, Melee, Metal, Weapon]
69 STRAIGHTBLADE 1d4 1d6 19-20/x2 N/A 3 P 7 307 [Martial, Light, Melee, Metal, Weapon]
70-99 SWORD, SHORT 1d4 1d6 19-20/x2 N/A 2 P 10 310 [Martial, Light, Melee, Metal, Weapon]
00 WAKIZASHI 1d4 1d6 19-20/x2 N/A 3 S 300 300 [Martial, Light, Melee, Metal, Weapon]
Martial One-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01-15 BATTLEAXE 1d6 1d8 x3 N/A 6 S 10 310 [Martial, One-Handed, Melee, Metal, Weapon]
16 CLOAK, WEIGHTED 1d4 1d6 x2 N/A 5 B 95 395 [Martial, One-Handed, Melee, Metal, Weapon, Tripping, Undroppable]
17 CROSSBOW BAYONET, BLADED 1d6 1d8 x3 N/A 4 S 10 310 [Martial, One-Handed, Melee, Metal, Weapon]
18-20 FLAIL 1d6 1d8 x2 N/A 5 B 8 308 [Martial, One-Handed, Melee, Leather, Weapon, Droppable, Tripping]
21 HELMET, SPIKED 1d2 1d3 x2 N/A 2 P 10 310 [Martial, One-Handed, Melee, Metal, Weapon, Non-Standard Limb, Reach-0]
22-51 LONGSWORD 1d6 1d8 19-20/x2 N/A 4 S 15 315 [Martial, One-Handed, Melee, Metal, Weapon]
52-56 PICK, HEAVY 1d4 1d6 x4 N/A 6 P 8 308 [Martial, One-Handed, Melee, Metal, Weapon]
57-66 RAPIER 1d4 1d6 18-20/x2 N/A 2 P 20 320 [Martial, One-Handed, Melee, Metal, Weapon, Finesse, NSM]
67-71 SABER 1d6 1d8 19-20/x2 N/A 3 S and P 20 320 [Martial, One-Handed, Melee, Metal, Weapon]
72-76 SCIMITAR 1d4 1d6 18-20/x2 N/A 4 S 15 315 [Martial, One-Handed, Melee, Metal, Weapon]
78 SHIELD, HEAVY [Steel] 1d3 1d4 x2 N/A 15 B 20 620 [Martial, One-Handed, Melee, Metal, Weapon, Shield]
77 SHIELD, HEAVY [Wood] 1d3 1d4 x2 N/A 10 B 7 607 [Martial, One-Handed, Wood, Metal, Weapon, Shield]
82 SHIELD, HEAVY RAZORED [Steel] 1d4 1d6 x2 N/A 20 S 30 330 [Martial, One-Handed, Melee, Metal, Weapon, Shield]
81 SHIELD, HEAVY RAZORED [Wood] 1d4 1d6 x2 N/A 15 S 17 617 [Martial, One-Handed, Melee, Metal, Weapon, Shield]
80 SHIELD, HEAVY SPIKED [Steel] 1d4 1d6 x2 N/A 20 P 30 630 [Martial, One-Handed, Melee, Metal, Weapon, Shield]
79 SHIELD, HEAVY SPIKED [Wood] 1d4 1d6 x2 N/A 15 P 17 617 [Martial, One-Handed, Melee, Metal, Weapon, Shield]
83 STEELSWORD, CHONDATHAN 1d6 1d8 19-20/x2 N/A 5 S 315 615 [Martial, One-Handed, Melee, Metal, Weapon]
84 SWORDCANE 1d4 1d6 x3 N/A 3 P 60 360 [Martial, One-Handed, Melee, Metal, Weapon]
85 THROMBASH 1d4 1d6 x3 10 3 P or S 15 315 [Martial, One-Handed, Melee, Metal, Weapon]
86-90 TRIDENT 1d6 1d8 x2 10 4 P 15 315 [Martial, One-Handed, Melee, Metal, Weapon]
91-95 TRUNCHEON 1d6 1d8 x2 N/A 12 B 2 302 [Martial, One-Handed, Melee, Metal, Weapon]
96-00 WARHAMMER 1d6 1d8 x3 N/A 5 B 12 312 [Martial, One-Handed, Melee, Metal, Weapon]
Martial Two-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01 CLUB, HURL 1d8 1d10 x2 5 8 B 10 310 [Martial, Two-Handed, Melee, Wood, Weapon]
02 ETHERBLADE 1d8 1d10 x3 40 10 S 800 1,100 [Martial, Two-Handed, Melee, Metal, Weapon]
03-07 FALCHION 1d6 2d4 18-20/x2 N/A 8 S 75 375 [Martial, Two-Handed, Melee, Metal, Weapon]
08-12 FLAIL, HEAVY 1d8 1d10 19-20/x2 N/A 10 B 15 315 [Martial, Two-Handed, Melee, Leather, Weapon, Droppable, Tripping]
13-17 GLAIVE 1d8 1d10 x3 N/A 10 S 8 308 [Martial, Two-Handed, Melee, Metal, Weapon, Reach]
18-27 GREATAXE 1d10 1d12 x3 N/A 12 S 20 320 [Martial, Two-Handed, Melee, Metal, Weapon]
28-37 GREATCLUB 1d8 1d10 x2 N/A 8 B 5 305 [Martial, Two-Handed, Melee, Wood, Weapon]
38-67 GREATSWORD 1d10 2d6 19-20/x2 N/A 8 S 50 350 [Martial, Two-Handed, Melee, Metal, Weapon]
68-72 GUISARME 1d6 2d4 x3 N/A 12 S 9 309 [Martial, Two-Handed, Melee, Metal, Weapon, Droppable, Reach, Tripping]
73-77 HALBERD 1d8 1d10 x3 N/A 12 P or S 10 310 [Martial, Two-Handed, Melee, Metal, Weapon, Droppable, Set, Tripping]
78-82 LANCE 1d6 1d8 x3 N/A 10 P 10 310 [Martial, Two-Handed, Melee, Wood, Weapon, Reach]
83 LANCE, FLIGHT 1d6 1d8 x3 30 6 S 6 306 [Martial, Two-Handed, Melee, Metal Weapon, Reach, Set]
84-87 LUCERNE HAMMER 1d6 2d4 x4 0 10 P 12 312 [Martial, Two-Handed, Melee, Metal, Weapon]
88 NAGAMAKI 1d6 2d4 x3 N/A 10 S 8 308 [Martial, Two-Handed, Melee, Metal, Weapon]
89 NAGINATA 1d8 1d10 x3 N/A 15 S 10 310 [Martial, Two-Handed, Melee, Metal, Weapon, Reach]
90-94 RANSEUR 1d6 2d4 x3 N/A 12 P 10 310 [Martial, Two-Handed, Melee, Metal, Weapon, Reach]
95 RIPPER 1d10 2d6 19-20/x2 N/A 9 P 55 355 [Martial, Two-Handed, Melee, Metal, Weapon]
96-00 SCYTHE 1d6 2d4 x4 N/A 10 P or S 18 318 [Martial, Two-Handed, Melee, Metal, Weapon, Droppable, Tripping]
Martial Ranged Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-03 ATLATL 1d3 1d4 x3 50 2 P 10 310 Halfspear [Martial, Ranged, Wood, Weapon]
04-05 DART THRUSTER 1d3 1d4 19-20/x2 40 1 P 40 340 Dart [Martial, Ranged, Metal Weapon]
06-35 LONGBOW 1d6 1d8 x3 100 3 P 75 375 Arrow [Martial, Ranged, Wood, Weapon]
36 LONGBOW, AQUATIC 1d6 1d8 x3 60/10 3 P 400 700 Arrow [Martial, Ranged, Wood, Weapon]
37 LONGBOW, AQUATIC COMPOSITE [+1] 1d6 1d8 x3 60/10 3 P 600 900 Aquatic Arrows [Martial, Ranged, Wood, Weapon]
38 LONGBOW, AQUATIC COMPOSITE [+2] 1d6 1d8 x3 60/10 3 P 700 1,000 Aquatic Arrows [Martial, Ranged, Wood, Weapon]
39 LONGBOW, AQUATIC COMPOSITE [+3] 1d6 1d8 x3 60/10 3 P 800 1,100 Aquatic Arrows [Martial, Ranged, Wood, Weapon]
40 LONGBOW, AQUATIC COMPOSITE [+4] 1d6 1d8 x3 60/10 3 P 900 1,200 Aquatic Arrows [Martial, Ranged, Wood, Weapon]
41-42 LONGBOW, COMPOSITE [+0] 1d6 1d8 x3 110 3 P 100 400 Arrow [Martial, Ranged, Wood, Weapon]
43-45 LONGBOW, COMPOSITE [+1] 1d6 1d8 x3 110 3 P 200 500 Arrow [Martial, Ranged, Wood, Weapon]
46-48 LONGBOW, COMPOSITE [+2] 1d6 1d8 x3 110 3 P 300 600 Arrow [Martial, Ranged, Wood, Weapon]
49-51 LONGBOW, COMPOSITE [+3] 1d6 1d8 x3 110 3 P 400 700 Arrow [Martial, Ranged, Wood, Weapon]
52-54 LONGBOW, COMPOSITE [+4] 1d6 1d8 x3 110 3 P 500 800 Arrow [Martial, Ranged, Wood, Weapon]
55-57 LONGBOW, COMPOSITE [+5] 1d6 1d8 x3 110 3 P 600 900 Arrow [Martial, Ranged, Wood, Weapon]
58 LUTE-BOW 1d4 1d6 x3 40 5 P 250 550 Arrow [Martial, Ranged, Wood, Weapon]
59-83 SHORTBOW 1d4 1d6 x3 60 2 P 30 300 Arrow [Martial, Ranged, Wood, Weapon]
84-86 SHORTBOW, COMPOSITE [+0] 1d4 1d6 x3 70 2 P 75 375 Arrow [Martial, Ranged, Wood, Weapon]
87-89 SHORTBOW, COMPOSITE [+1] 1d4 1d6 x3 70 2 P 150 450 Arrow [Martial, Ranged, Wood, Weapon]
90-92 SHORTBOW, COMPOSITE [+2] 1d4 1d6 x3 70 2 P 225 525 Arrow [Martial, Ranged, Wood, Weapon]
93-95 SHORTBOW, COMPOSITE [+3] 1d4 1d6 x3 70 2 P 300 600 Arrow [Martial, Ranged, Wood, Weapon]
96-98 SHORTBOW, COMPOSITE [+4] 1d4 1d6 x3 70 2 P 375 675 Arrow [Martial, Ranged, Wood, Weapon]
99-00 SPIKE SHOOTER 1d3 1d4 x2 10 1 P 25 325 Spike [Martial, Ranged, Metal Weapon]
Exotic Light Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-02 ALCHEMY BLADE 1d4 1d6 19-20/x2 N/A 2 P 310 610 Flask [Exotic, Light, Melee, Metal, Weapon]
03-04 BATTLEPICK, GNOME 1d4 1d6 x4 N/A 5 P 10 310 N/A [Exotic, Light, Melee, Metal, Weapon]
05 BOLA FLAIL 1d4 1d6 x2 20 4 B 5 305 N/A [Exotic, Light, Melee, Metal, Weapon, Droppable, Grappling, Tripping]
06-10 BUCKLER-AXE, DWARVEN 1d4 1d6 x3 N/A 4 S 20 470 N/A [Exotic, Light, Melee, Metal, Weapon, Shield]
11-12 CANE, MONKS 1d4 1d6 x3 N/A 1 B 3 303 N/A [Exotic, Light, Melee, Wood, Weapon, SMW]
13 CLAW BRACER 1d3 1d4 19-20/x2 N/A 2 P 30 330 N/A [Exotic, Light, Melee, Metal, Weapon, Undroppable]
14 COLLAPSING CRESCENT FAN 1d4 1d6 19-20/x2 N/A 2 S 40 340 N/A [Exotic, Light, Melee, Metal, Weapon]
15 CUTTING WHEEL 1d4 1d6 19-20/x2 N/A 1 P and S 15 315 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
16-20 DAGGER, BARBED 1d3 1d4 19-20/x2 N/A 1 P 35 335 N/A [Exotic, Light, Melee, Metal, Weapon]
21-22 DAGGER, RIBBON 1d3 1d4 x4 N/A 1 P 50 350 N/A [Exotic, Light, Melee, Kaorti Resin, Weapon]
23 EAGLES CLAW 1d4 1d6 18-20/x2 N/A 2 S and P 20 320 N/A [Exotic, Light, Melee, Metal, Weapon]
24-28 FINGERBLADE 1d4 1d6 x3 N/A 2 P 45 345 N/A [Exotic, Light, Melee, Metal, Weapon]
29 FOOT SPIKE 1d3 1d4 x3 N/A 1 P 8 308 N/A [Exotic, Light, Melee, Metal, Weapon, Non-Standard Limb]
30-31 GARROTE, CORD 1d4 1d6 19-20/x2 N/A 0.1 B 0.1 300.1 N/A [Exotic, Light, Melee, Cord, Weapon, Grappling]
32-33 GARROTE, LOCKING 1d6 1d8 19-20/x2 N/A 3 S 100 400 N/A [Exotic, Light, Melee, Metal, Weapon, Grappling]
34-35 GARROTE, WIRE 1d6 1d8 19-20/x2 N/A 1 S 10 310 N/A [Exotic, Light, Melee, Metal, Weapon, Grappling]
36-37 GAUNTLET, BLADED 1d4 1d6 19-20/x2 N/A 4 S 30 330 N/A [Exotic, Light, Melee, Metal, Weapon]
38-39 GAUNTLETS, SCORPION CLAW 1d4 1d6 x2 N/A 6 S 40 640 N/A [Exotic, Light, Melee, Chitin, Weapon, Grappling]
40-41 JITTE 1d3 1d4 x2 N/A 2 B 0.5 300.5 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
42-46 KAMA 1d4 1d6 x2 N/A 2 S 2 302 N/A [Exotic, Light, Melee, Metal, Weapon, Droppable, SMW, Tripping]
47 KNIFE, DROW LONG 1d4 1d6 19-20/x2 10 2 P 15 315 N/A [Exotic, Light, Melee, Metal, Weapon]
48-52 KUSARI-GAMA 1d4 1d6 x2 N/A 3 S 10 310 N/A [Exotic, Light, Melee, Metal, Weapon, Droppable, Reach-NM, Tripping]
53-57 MANOPLE 1d4 1d6 19-20/x2 N/A 1 S or P 35 485 N/A [Exotic, Light, Melee, Metal, Weapon, Shield, Undroppable]
58-62 NEKODE 1d3 1d4 x2 N/A 2 P 5 305 N/A [Exotic, Light, Melee, Metal, Weapon, SMW, Undroppable]
63-66 NINJA-TO 1d4 1d6 19-20/x2 N/A 3 S 10 910 N/A [Exotic, Light, Melee, Metal, Weapon]
67-71 NUNCHAKU 1d4 1d6 x2 N/A 2 B 2 302 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
72-73 PANTHER CLAW 1d3 1d4 x3 N/A 3 P and S 75 375 N/A [Exotic, Light, Melee, Metal, Weapon]
74-75 QUICKRAZOR, GNOME 1d3 1d4 19-20/x2 N/A 1 S 45 345 N/A [Exotic, Light, Melee, Metal, Weapon]
76-78 SAI 1d3 1d4 x2 10 1 B 1 301 N/A [Exotic, Light, Melee, Metal, Weapon]
79 SAPARA 1d4 1d6 x2 N/A 6 S and P 15 315 N/A [Exotic, Light, Melee, Metal, Weapon]
80-81 SCORPION CLAWS 1d4 1d6 x2 N/A 6 S or P 160 460 N/A [Exotic, Light, Melee, Metal, Weapon]
82 SIANGHAM 1d4 1d6 x2 N/A 1 P 3 303 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
83 STEEL FINS 1d3 1d4 x2 N/A 2 S 10 310 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
84-85 STUMP KNIFE 1d3 1d4 19-20/x2 N/A 2 P 8 308 N/A [Exotic, Light, Melee, Metal, Weapon]
86-87 SWORD, BROADBLADE SHORT 1d4 1d6 19-20/x2 N/A 3 P 75 375 N/A [Exotic, Light, Melee, Metal, Weapon]
88-89 SWORD, BUTTERFLY 1d4 1d6 19-20/x2 N/A 2 S 10 310 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
90-91 SWORD, ELVEN LIGHTBLADE 1d4 1d6 18-20/x2 N/A 1 P 50 350 N/A [Exotic, Light, Melee, Metal, Weapon]
92 TAIL SPIKES, RATLING 1d3 1d4 x2 N/A 0.5 P 1 301 N/A [Exotic, Light, Melee, Metal, Weapon, Non-Standard Limb]
93 TIGER CLAWS 1d3 1d4 x2 N/A 2 P 5 305 N/A [Exotic, Light, Melee, Metal, Weapon]
94-95 TORTOISE BLADE, GNOME 1d4 1d6 19-20/X2 N/A 3 P 10 310 N/A [Exotic, Light, Melee, Metal, Weapon, Shield]
96-97 TRIPLE DAGGER 1d3 1d4 19-20/X2 N/A 1 P 10 310 N/A [Exotic, Light, Melee, Metal, Weapon]
98-00 WAR FAN 1d4 1d6 x3 N/A 3 S 30 330 N/A [Exotic, Light, Melee, Metal, Weapon, SMW]
Exotic One-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-03 AXE, ICE 1d4 1d6 x4 N/A 5 P or S 10 310 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
04-05 BLADE, FLUTTER 1d3 1d4 19-20/x3 N/A 2 P or S 15 315 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
08-09 CHAIN-AND-DAGGER 1d3 1d4 19-20/x2 N/A 4 P 4 304 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Tripping]
06-07 CHAIN, BARBED 1d10 2d6 x2 N/A 6 B and S 18 318 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
10 CHUUL LASHER 1 1d2 x2 N/A 2 S 1 301 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Nonlethal, Non-Standard Limb, Reach-15]
11-12 CLUB, TIGERSKULL 1d6 1d8 x4 N/A 9 B or P 15 315 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Tripping]
13 DRAGONSPLIT 1d4 1d6 19-20/x2 or x4 N/A 2 P or S 100 325 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Finesse]
14-15 FLINDBAR 1d6 2d4 19-20/x2 N/A 5 B 30 330 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
16 GOBLIN STICK 1d4/1d4 1d6/1d6 19-20/x2 N/A 8 P 5 605 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Double, Tripping, Undroppable]
17 HALFSPEAR, SALAMANDER 1d6 1d8 x3 10 6 P 2 302 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Set]
18 IUAK 1d4 1d6 19-20/x2 N/A 4 S 10 310 N/A [Exotic, One-Handed, Melee, Bone or Stone, Weapon]
19 KAKITA KATANA 1d8 1d10 19-20/x2 N/A 6 S 9,400 9,400 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
20 KATANA 1d8 1d10 19-20/x2 N/A 6 S 400 400 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
21 KAU SIN KE 1d6 1d8 x2 N/A 4 B 15 315 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
22 KAWANAGA 1d2/1d2 1d3/1d3 x2 N/A 1 B or S 10 610 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
23-24 KHOPESH 1d4 1d6 18-20/x2 N/A 4 S 16 316 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Tripping]
25 LONGSWORD, MERCURIAL 1d6 1d8 x4 N/A 6 S 400 700 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
26-28 MAUL 1d8 1d10 x3 N/A 20 B 15 315 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
29 NAGAIKA 1d4 1d6 x3 N/A 4 S 25 325 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Droppable, Reach-15, Tripping]
30 NAGAIKA, MIGHTY [+1] 1d4 1d6 x3 N/A 5 S 225 525 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Droppable, Reach-15, Tripping]
31 NAGAIKA, MIGHTY [+2] 1d4 1d6 x3 N/A 6 S 325 625 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Droppable, Reach-15, Tripping]
32 NAGAIKA, MIGHTY [+3] 1d4 1d6 x3 N/A 7 S 425 725 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Droppable, Reach-15, Tripping]
33 NAGAIKA, MIGHTY [+4] 1d4 1d6 x3 N/A 8 S 525 825 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Droppable, Reach-15, Tripping]
34 PICK, DIRE 1d6 1d8 x4 N/A 12 P 30 330 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
35-36 RAPIER, QUICKBLADE 1d4 1d6 18-20/x2 N/A 3 P 75 375 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Finesse, NSM]
37 RIBBONWEAVE 1d6 1d8 19-20/x2 N/A 3 S 70 370 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Finesse, NSM]
38-39 RITIIK 1d6 1d8 x3 N/A x3 P 5 305 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
40-41 SCIMITAR, GREAT 1d6 1d8 18-20/x2 N/A 8 S 200 500 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
42 SCOURGE 1d6 1d8 x2 N/A 2 S 20 320 N/A [Exotic, One-Handed, Melee, Leather, Weapon]
43-44 SCYTHE, CRESCENT 1d6/1d6 1d8/1d8 x3 N/A 20 S 18 618 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Double]
45 SLEEVE, WEIGHTED 1d4 1d6 x2 N/A 2.5 B 0.5 300.5 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
46 SPIKARD, SPEAR 1d4 1d6 x2 20 3 P 200 800 Spike [Exotic, One-Handed, Melee, Metal, Weapon]
47 SPIKARD, WAR 1d6 1d8 x2 N/A 9 B 350 650 Spike [Exotic, One-Handed, Melee, Metal, Weapon]
48-62 SWORD, BASTARD 1d8 1d10 19-20/x2 N/A 6 S 35 335 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
63-64 SWORD, ELVEN THINBLADE 1d6 1d8 18-20/x2 N/A 3 P 100 400 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Finesse]
65 SWORD, HOOK 1d4 or 1d6 1d6 or 1d8 x2 N/A 4 P or S 40 340 N/A [Exotic, One-Handed, Melee, Metal, Weapon, SMW]
66-67 SWORD, SPINNING 1d4 1d6 19-20/x2 N/A 3 S 50 350 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Finesse, NSM, Reach-NM]
68 SWORDCATCHER, GNOME 1d4 1d6 19-20/x2 N/A 5 S 35 335 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
69 TAIL BLADE 1d6 1d8 19-20/x2 N/A 6 S 17 317 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Non-Standard Limb]
70 TAIL CLUB 1d6 1d8 x2 N/A 10 B and P 10 310 N/A [Exotic, One-Handed, Melee, Wood, Weapon, Non-Standard Limb]
71 TAIL SCYTHE 1d6 2d4 x4 N/A 10 P or S 10 310 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Non-Standard Limb, Tripping, Undroppable]
72-73 TONFA 1d4 1d6 x2 N/A 2 B 0.2 300.2 N/A [Exotic, One-Handed, Melee, Wood, Weapon, SMW]
74-83 WARAXE, DWARVEN 1d8 1d10 x3 N/A 8 S 30 330 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
84-85 WARMACE 1d10 1d12 x2 N/A 10 B 25 325 N/A [Exotic, One-Handed, Melee, Metal, Weapon]
86-89 WHIP 1d2 1d3 x2 N/A 2 S 1 301 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Droppable, Finesse, Reach-15, Tripping]
96 WHIP-DAGGER 1d4 1d6 19-20/x2 N/A 3 S 25 325 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Reach-15, Tripping]
97 WHIP-DAGGER, MIGHTY [+1] 1d4 1d6 19-20/x2 N/A 4 S 225 525 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Reach-15, Tripping]
98 WHIP-DAGGER, MIGHTY [+2] 1d4 1d6 19-20/x2 N/A 5 S 325 625 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Reach-15, Tripping]
99 WHIP-DAGGER, MIGHTY [+3] 1d4 1d6 19-20/x2 N/A 6 S 425 725 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Reach-15, Tripping]
00 WHIP-DAGGER, MIGHTY [+4] 1d4 1d6 19-20/x2 N/A 7 S 525 825 N/A [Exotic, One-Handed, Melee, Metal, Weapon, Droppable, Reach-15, Tripping]
90 WHIP, MIGHTY [+1] 1d2 1d3 x2 N/A 2 S 200 500 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Droppable, Finesse, Reach-15, Tripping]
91 WHIP, MIGHTY [+2] 1d2 1d3 x2 N/A 3 S 300 600 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Droppable, Finesse, Reach-15, Tripping]
92 WHIP, MIGHTY [+3] 1d2 1d3 x2 N/A 4 S 400 700 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Droppable, Finesse, Reach-15, Tripping]
93 WHIP, MIGHTY [+4] 1d2 1d3 x2 N/A 5 S 500 800 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Droppable, Finesse, Reach-15, Tripping]
94 WHIP, SCORPION-TAIL 1d3 1d4 x2 N/A 3 S or P 75 375 N/A [Exotic, One-Handed, Melee, Chitin, Weapon, Nonlethal, Reach-15]
95 WHIP, STINGRAY 1d4 1d6 x3 N/A 3 P or S 15 315 N/A [Exotic, One-Handed, Melee, Leather, Weapon, Nonlethal, Reach-NM]
Exotic Two-Handed Melee Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01 ANKUS 1d6 2d4 x2 N/A 15 B 15 315 [Exotic, Two-Handed, Melee, Wood, Weapon, Droppable, Tripping, Nonlethal, Reach-NM]
02-06 AXE, ORC DOUBLE 1d6/1d6 1d8/1d8 x3 N/A 15 S 60 660 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Tripping, Nonlethal, Reach-NM]
07 BATTLEHORN 1d6/1d6 1d8/1d8 x3 N/A 10 P 50 650 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
08-09 CHAIN 1d4/1d4 1d6/1d6 x2 N/A 5 B 5 605 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Droppable, Finesse, Reach-NM, Tripping]
10 CHAIN, DROW SCORPION 1d4 1d6 19-20/x2 N/A 3 S 25 325 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Finesse, Reach-NM, Tripping]
11-15 CHAIN, SPIKED 1d6 2d4 x2 N/A 10 P 25 325 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Finesse, Reach-NM, Tripping]
16 CHIJIRIKI 1d4/1d3 1d6/1d8 x2 N/A 6 P or B 8 608 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Droppable, Tripping]
17 DUOM 1d6 1d8 x3 N/A 8 P 20 320 [Exotic, Two-Handed, Melee, Metal, Weapon, Reach]
18 FALCHION, GREAT 1d8 1d12 18-20/x2 N/A 12 S 100 400 [Exotic, Two-Handed, Melee, Metal, Weapon]
19 FLAIL, DIRE 1d6/1d6 1d8/1d8 x2 N/A 10 B 60 660 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Tripping]
20-21 FULLBLADE 2d6 2d8 19-20/x2 N/A 23 S 100 400 [Exotic, Two-Handed, Melee, Metal, Weapon]
22 GOAD 1d6 2d4 x2 N/A 10 B or P 8 308 [Exotic, Two-Handed, Melee, Wood/Stone or Metal, Weapon, Nonlethal]
23-24 GREATHAMMER 1d10 1d12 19-20/x4 N/A 30 B 35 335 [Exotic, Two-Handed, Melee, Metal, Weapon]
25 GREATHAMMER, GOLIATH 1d10 1d12 x4 N/A 30 B 30 330 [Exotic, Two-Handed, Melee, Metal, Weapon]
26-27 GREATPICK 1d8 1d10 x4 N/A 15 P 15 315 [Exotic, Two-Handed, Melee, Metal, Weapon]
28-29 GREATSPEAR 1d10 2d6 x3 10 9 P 25 325 [Exotic, Two-Handed, Melee, Metal, Weapon]
30 GREATSWORD, MERCURIAL 1d10 2d6 x4 N/A 17 S 600 900 [Exotic, Two-Handed, Melee, Metal, Weapon]
31 GYRSPIKE 1d6/1d6 1d8/1d8 18-20/x2 N/A 20 B or S 90 690 [Exotic, Two-Handed, Melee, Leather/Metal, Weapon, Double, Droppable, Tripping]
32 GYTHKA 1d8/1d8 1d10/1d10 x2 N/A 25 S 60 660 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
33-34 HAMMER, DOUBLE 1d6/1d6 1d8/1d8 x3 N/A 18 B 70 670 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
35-36 HAMMER, GNOME HOOKED 1d6/1d4 1d8/1d6 x3/x4 N/A 6 B and P 20 620 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Droppable, Tripping]
37 HARPOON, KUO-TOAN 1d8 1d10 x2 30 6 P 15 315 [Exotic, Two-Handed, Melee, Metal, Weapon]
38-39 JOVAR 2d4 2d6 18-20/x2 N/A 13 S 500 800 [Exotic, Two-Handed, Melee, Metal, Weapon]
40-41 KHOPESH, DOUBLE 1d4/1d4 1d6/1d6 18-20/x2 N/A 8 S 30 630 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Droppable, Tripping]
42 LAJATANG 1d6/1d6 1d8/1d8 x2 N/A 7 S 90 690 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, SMW]
43-44 LONGAXE 1d10 1d12 x3 N/A 15 S 35 335 [Exotic, Two-Handed, Melee, Metal, Weapon, Reach]
45-46 LONGSTAFF 1d4/1d4 1d6/1d6 x2 N/A 6 B 15 615 [Exotic, Two-Handed, Melee, Wood, Weapon, Double]
47-48 LYNXPAW 1d4/1d3 1d6/1d4 18-20/x2 or x3 N/A 4 P or S 30 630 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Droppable, Finesse, Tripping]
49 MACE, DOUBLE 1d6/1d6 1d8/1d8 x2 N/A 25 B 125 425 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
50-51 MANCATCHER 1d3 1d4 x2 N/A 8 B 20 320 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling, Nonlethal, Reach]
52 MANTI 1d6 1d8 x3 N/A 9 P 15 315 [Exotic, Two-Handed, Melee, Metal, Weapon]
53 MAQUAHUITL 1d10 1d12 19-20/x4 N/A 30 B 15 315 [Exotic, Two-Handed, Melee, Wood, Weapon]
54 NOTBORA 1d8/1d8 1d10/1d10 x2 or 19-20/x2 N/A 2 B or S 20 620 [Exotic, Two-Handed, Melee, Metal/Wood, Weapon, Double, Droppable, Tripping]
55 POLE, ENTANGLING 1d3 1d4 x2 N/A 5 P 4 304 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling, Reach]
56 POLE, GRASPING 1d3 1d4 x2 N/A 8 B 8 308 [Exotic, Two-Handed, Melee, Wood, Weapon, Grappling, Nonlethal, Reach]
57-58 POLEAXE, HEAVY 1d10 2d6 x3 N/A 15 P or S 20 320 [Exotic, Two-Handed, Melee, Metal, Weapon, Reach, Set]
59-60 RAMHAMMER 1d8 1d10 x2 N/A 15 B 100 400 [Exotic, Two-Handed, Melee, Metal, Weapon, Range]
61 SANG KAUW 1d6/1d8 1d8/1d10 x3 N/A 10 P 95 995 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Shield]
62 SASUMATA 1d3 1d4 x2 N/A 8 B 300 600 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling, Nonlethal, Reach]
63 SCIMITAR, DOUBLE 1d6/1d6 1d8/1d8 18-20/x2 N/A 15 S 125 725 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
64 SCIMITAR, VALENAR DOUBLE 1d4/1d4 1d6/1d6 18-20/x2 N/A 15 S 125 725 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
65 SCISSORS SWORD 2d6 2d8 19-20/x2 N/A 25 S 100 400 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling]
66 SHARKTOOTH STAFF 1d10 2d6 x2 N/A 10 S 20 320 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling]
67 SHARRASH, TALENTA 1d8 1d10 19-20/x2 N/A 10 S 18 318 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Reach, Tripping]
68 SHIKOMI-ZUE 1d4/1d4/1d6 1d6/1d6/1d8 x2/x2/x3 N/A 5 B/B/S 12 912 [Exotic, Two-Handed, Melee, Metal/Wood, Weapon, Double]
69 SHORTSPEAR, SALAMANDER 1d10 2d6 x2 10 10 P 4 304 [Exotic, Two-Handed, Melee, Metal, Weapon, Set]
70 SNAKE CHAIN 1d4/1d4 1d6/1d6 x2 N/A 5 B 5 605 [Exotic, Two-Handed, Melee, Metal, Weapon, Non-Standard Limb, Reach-NM, Tripping, Undroppable]
71 SNAP-TONG 1d8 1d10 x2 N/A 10 P 250 550 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling]
74 SODEGARAMI 1d3 1d4 x2 N/A 5 P 4 304 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling, Reach]
72-73 SPADE, MONKS 1d6/1d6 1d8/1d8 x2/x3 N/A 10 B or S 20 620 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, SMW]
75-76 SPEAR, DWARVEN DOUBLE 1d6/1d6 1d8/1d8 x3 N/A 15 S or P 115 715 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Set]
77 STAFF, PINCER 1d8 1d10 x2 N/A 10 B 20 320 [Exotic, Two-Handed, Melee, Metal, Weapon, Grappling, Reach]
78-79 SUGLIIN 2d6 2d8 x2 N/A 20 P or S 35 335 [Exotic, Two-Handed, Melee, Bone, Weapon, Reach]
80-81 SWORD, ELVEN COURTBLADE 1d8 1d10 18-20/x2 N/A 6 P or S 150 450 [Exotic, Two-Handed, Melee, Metal, Weapon, Finesse]
82-86 SWORD, TWO-BLADED 1d6/1d6 1d8/1d8 19-20/x2 N/A 10 S 100 700 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
87 TANGAT, TALENTA 1d8 1d10 19-20/x2 N/A 8 S 40 340 [Exotic, Two-Handed, Melee, Metal, Weapon]
88-89 THREE-SECTION STAFF 1d6 1d8 x3 N/A 8 B 4 304 [Exotic, Two-Handed, Melee, Metal, Weapon, SMW]
90-94 URGROSH, DWARVEN 1d6/1d4 1d8/1d6 x3 N/A 12 S or P 50 650 [Exotic, Two-Handed, Melee, Metal, Weapon, Double, Set]
95-99 WARPIKE, DWARVEN 1d8 2d6 x3 N/A 15 S or P 45 345 [Exotic, Two-Handed, Melee, Metal, Weapon, Droppable, Reach, Set, Tripping]
00 ZULAAT 1d6/1d6 2d4/2d4 x3 N/A 12 S 80 380 [Exotic, Two-Handed, Melee, Metal, Weapon, Double]
Exotic Ranged Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-05 BLOWGUN, GREATER 1d2 1d3 x2 10 2 P 15 315 Dart [Exotic, Ranged, Weapon]
06 BOW, BONE [+0] 1d8 1d10 x3 120 4 P 250 550 Bone Bow Arrow [Exotic, Ranged, Weapon]
07 BOW, BONE [+1] 1d8 1d10 x3 120 4 P 350 650 Bone Bow Arrow [Exotic, Ranged, Weapon]
08 BOW, BONE [+2] 1d8 1d10 x3 120 4 P 450 750 Bone Bow Arrow [Exotic, Ranged, Weapon]
09 BOW, BONE [+3] 1d8 1d10 x3 120 4 P 550 850 Bone Bow Arrow [Exotic, Ranged, Weapon]
10 BOW, ELVEN DOUBLE 1d6 1d8 x3 100 3 P 1,000 1,300 Arrow [Exotic, Ranged, Weapon]
11 BOW, YUAN-TI SERPENT 1d4/1d6 1d6/1d8 19-20/x2 or x3 80 2 P 150 750 Arrow [Exotic, Ranged, Weapon, Double]
12-21 CALCULUS, GNOME Special Special N/A 50 2 Special 50 350 Flask, Calculus [Exotic, Ranged, Weapon]
22 CROSSBOW, AQUATIC 1d6 1d8 19-20/x2 40 4 P 250 550 Bolt [Exotic, Ranged, Weapon]
23-27 CROSSBOW, GREAT 2d6 2d8 18-20/x2 120 14 P 150 450 Bolt [Exotic, Ranged, Weapon]
28-37 CROSSBOW, HAND 1d3 1d4 19-20/x2 30 2 P 100 400 Bolt [Exotic, Ranged, Weapon]
38-42 CROSSBOW, HAND DOUBLE 1d3 1d4 19-20/x2 30 3 P 200 500 Bolt [Exotic, Ranged, Weapon]
43-47 CROSSBOW, HEAVY DOUBLE 1d8 1d10 19-20/x2 120 12 P 100 400 Bolt [Exotic, Ranged, Weapon]
48-52 CROSSBOW, HEAVY REPEATING 1d8 1d10 19-20/x2 120 12 P 400 700 Bolt [Exotic, Ranged, Weapon]
53-57 CROSSBOW, LIGHT DOUBLE 1d6 1d8 19-20/x2 80 6 P 70 370 Bolt [Exotic, Ranged, Weapon]
58-62 CROSSBOW, LIGHT REPEATING 1d6 1d8 19-20/x2 80 6 P 250 550 Bolt [Exotic, Ranged, Weapon]
63 CROSSBOW, WINCH 1d6 1d8 19-20/x2 50 10 P 75 375 Winch Bolt [Exotic, Ranged, Weapon]
64 FOOTBOW 1d6 1d8 x3 110 3 P 150 450 Arrow [Exotic, Ranged, Weapon]
65 GAUNTLET, SPRING-LOADED 1d3 1d4 x2 20 4 P 200 500 Bolt [Exotic, Ranged, Weapon]
66-75 GREATBOW 1d8 1d10 x3 120 6 P 200 500 Arrow [Exotic, Ranged, Weapon]
76-77 GREATBOW, COMPOSITE [+1] 1d8 1d10 x3 130 6 P 400 700 Arrow [Exotic, Ranged, Weapon]
78-79 GREATBOW, COMPOSITE [+2] 1d8 1d10 x3 130 6 P 600 900 Arrow [Exotic, Ranged, Weapon]
80-81 GREATBOW, COMPOSITE [+3] 1d8 1d10 x3 130 6 P 800 1,100 Arrow [Exotic, Ranged, Weapon]
82-83 GREATBOW, COMPOSITE [+4] 1d8 1d10 x3 130 6 P 1,000 1,300 Arrow [Exotic, Ranged, Weapon]
84-88 ICECHUCKER 1d10 1d12 x3 30 12 P 150 450 Ice, Javelin [Exotic, Ranged, Weapon]
89 SAND BLASTER 1d6 1d8 x2 10-ft cone 5 S 30 330 Sand [Exotic, Ranged, Weapon]
90 SAND PIPE 1d4 1d6 19-20/x2 15-ft cone 3 S 25 325 Sand Powder [Exotic, Ranged, Weapon]
91-00 SLING, WAR 1d6 1d8 x4 50 1 B 25 325 Bullet, Skiprock [Exotic, Ranged, Weapon]
Exotic Thrown Weapon Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Attributes
01 ANNULAT 1d4 1d6 19-20/x2 30 0.5 S 30 330 [Exotic, Thrown, Metal, Weapon]
02-11 BOLAS 1d3 1d4 x2 10 2 B 5 305 [Exotic, Thrown, Wood, Weapon, Nonlethal, Tripping]
12-16 BOLAS, BARBED 1d3 1d4 x2 10 3 S 10 310 [Exotic, Thrown, Metal, Weapon, Tripping]
17-21 BOOMERANG 1d3 1d4 x2 20 2 B 10 310 [Exotic, Thrown, Wood, Weapon]
22 BOOMERANG, TALENTA 1d3 1d4 x2 30 1 B 15 315 [Exotic, Thrown, Wood, Weapon]
23 BOOMERANG, XENDRIK 1d4 1d6 x2 20 2 B or P 20 320 [Exotic, Thrown, Wood, Weapon]
24 CABER Special Special x2 10 100 B 10 310 [Exotic, Thrown, Wood, Weapon]
25-27 CHAKRAM 1d3 1d4 x3 30 2 S 15 315 [Exotic, Thrown, Metal, Weapon]
28-32 CHATKCHA 1d4 1d6 18-20/x2 20 3 P 1 301 [Exotic, Thrown, Metal, Weapon]
33-36 GLOT 1d3 1d4 18-20/x2 10 1 B 1 301 [Exotic, Thrown, Metal, Weapon]
37-51 HARPOON 1d8 1d10 x2 30 10 P 15 315 [Exotic, Thrown, Metal, Weapon]
52-56 HARPOON, ARCTIC 1d6 1d8 x2 20 7 P 20 320 [Exotic, Thrown, Bone, Weapon]
57-58 JAVELIN, SPINNING 1d6 1d8 19-20/x2 50 2 P 2 302 [Exotic, Thrown, Wood, Weapon]
59-63 KNIFE, DESERT THROWING 1d4 1d6 19-20/x2 15 1 P 3 303 [Exotic, Thrown, Metal, Weapon]
64 KYLIE 1d4 1d6 x2 20 5 B 15 315 [Exotic, Thrown, Wood, Weapon]
65-74 LASSO Special Special Special 10 3 Special 1 301 [Exotic, Thrown, Rope, Weapon, Droppable, Tripping]
75-89 NET Special Special Special 10 6 Special 20 320 [Exotic, Thrown, Rope, Weapon]
90-93 RAZOR SKIPDISK 1d4 1d6 18-20/x2 30 2 S 15 315 [Exotic, Thrown, Metal, Weapon]
94-98 SHOTPUT, ORC 1d10 2d6 19-20/x2 10 15 B 10 310 [Exotic, Thrown, Metal, Weapon]
99 THROWING IRON 1d4 1d6 x3 10 10 S 8 308 [Exotic, Thrown, Metal, Weapon]
00 TRI-BLADE 1d6 2d4 x2 20 3 S 100 400 [Exotic, Thrown, Metal, Weapon]
Exotic Thrown Ammunition Dmg (S) Dmg (M) Critical Range Weight Type Cost Cost-Mwk Ammo Attributes
01-15 FUKIMI-BARI 1 1 x2 5 0.1 P 1 350 Mouth Dart [Exotic, Thrown, Metal, Ammunition (Mouth Dart)]
16-20 JAVELIN, HOWLER 1d4 1d6 x2 30 2 P 2 400 Javelin [Exotic, Thrown, Organic, Ammunition (Javelin)]
51-45 SHURIKEN 1 1d2 x2 10 0.1 P 0.2 310 Shuriken [Exotic, Thrown, Metal, Ammunition (Shuriken)]
46-80 SKIPROCK 1d4 1d6 x2 15 0.25 B 3 450 Bullet [Exotic, Thrown, Stone, Ammunition (Bullet)]
81-00 SKIPPING BLADE 1d2 1d3 x3 10/15 0.1666 S 0.33 316.67 Skipping Blade [Exotic, Thrown, Metal, Ammunition Skipping Blade)]
Unarmed Attack Dmg (S) Dmg (M) Critical Weight Type Cost Cost-Mwk Attributes
01-100 GAUNTLET 1d2 1d3 x2 1 B 2 302 [Unarmed, Metal, Weapon]
Exotic Unarmed Attack Dmg (S) Dmg (M) Critical Weight Type Cost Cost-Mwk Attributes
01-100 WARD CESTUS Special Special Special 4 B 10 310 Exotic, Unarmed, Metal, Weapon]
TRAP Weight Cost Cost-Mwk Attributes
01-100 FOOTSAW TRAP 15 700 1,000 [Trap]
AMMUNITION Weight Cost Cost (50) Mwk Attributes
01-15 ARROW [Normal] 0.15 0.05 302.5 [Ammunition (Arrow)]
16 ARROW [Bone Bow] 0.15 0.05 302.5 [Ammunition (Bone Bow Arrow)]
17-18 ARROW, ALCHEMISTS 0.2 75 4,050 [Ammunition (Arrow)]
19-20 ARROW, BLUNT 0.15 0.05 302.5 [Ammunition (Arrow)]
21-23 ARROW, DRAGONSBREATH 0.15 2.5 425 [Ammunition (Arrow)]
24-25 ARROW, FLIGHT 0.2 8 700 [Ammunition (Arrow)]
26 ARROW, SEA 0.2 7 650 [Ammunition (Arrow)]
27-29 ARROW, SERPENTSTONGUE 0.15 0.15 307.5 [Ammunition (Arrow)]
30-31 ARROW, SIGNAL 0.2 0.5 325 [Ammunition (Arrow)]
32-35 ARROW, SWIFTWING 0.15 1 350 [Ammunition (Arrow)]
36 ARROW, THUNDER 0.35 2 400 [Ammunition (Arrow)]
37-40 BLOWGUN NEEDLE N/A 0.05 302.5 [Ammunition (Blowgun Needle)]
41-55 BOLT [Normal] 0.2 0.1 305 [Ammunition (Bolt)]
56 BOLT [Repeating Crossbow Clip/5 Bolts] 1 1 310 [Ammunition (Bolt)]
57 BOLT, GRAPPLE 8 20 400 [Ammunition (Grapple Bolt)]
58 BOLT, MITHRAL GRAPPLE 2 1,000 50,000 [Ammunition (Grapple Bolt)]
59 BOLT, TUMBLING [Bolt] 0.2 5 550 [Ammunition (Bolt)]
60 BOLT, TUMBLING [Spike] 0.2 5 550 [Ammunition (Spike)]
61 BOLT, WINCH 0.05 0.5 325 [Ammunition (Grapple Bolt)]
62 BULLET, ACID 0.625 10 800 [Ammunition (Bullet)]
63 BULLET, FLAME 0.625 20 1,300 [Ammunition (Bullet)]
64-67 BULLET, PRIESTS 0.625 25 1,550 [Ammunition (Bullet)]
68-77 BULLET, SLING 0.5 0.01 300.5 [Ammunition (Bullet)]
78 DART, ACID [Ammo] 1 20 1,300 [Ammunition (Dart)]
79 DART, STUN [Ammo] 1 40 2,300 [Ammunition (Dart)]
80-89 DART, THROWN [Ammo] 0.5 0.5 325 [Ammunition (Dart)]
90 ICE 2 0 300 [Ammunition (Ice)]
91 SAND 5 0 300 [Ammunition (Sand)]
92 SAND, BLINDING 0.5 50 2,800 [Ammunition (Sand Powder)]
93 SAND, BURNING 0.5 50 2,800 [Ammunition (Sand Powder)]
94 SAND, SUNSCALD 0.5 50 2,800 [Ammunition (Sand Powder)]
95 SCREAMING FLASK 1 40 2,300 [Ammunition (Screaming Flask)]
96-00 SPIKE 0.1 0.1 305 [Ammunition (Spike)]
ACCESSORY Cost
01-25 CROSSBOW, COVERED 125
26-35 CROSSBOW SIGHT, GNOME 150
36-60 GAUNTLET, LOCKED 25
61-75 OIL CHAMBER 1,000
76-95 WEAPON CAPSULE RETAINER [Basic] 100
96-00 WEAPON CAPSULE RETAINER [Triple] 450
APPLICATION Cost
01-05 BLADEFIRE 20
06-25 DARKOIL 25
26-45 GHOSTOIL 50
46-70 OIL, BLISTER 15
71-75 VICIOUS BLEEDER 50
76-80 WEAPON CAPSULE, GHOSTBLIGHT 100
81-85 WEAPON CAPSULE, QUICKFLAME 25
86-90 WEAPON CAPSULE, QUICKFROST 25
91-95 WEAPON CAPSULE, QUICKSILVER 25
96-00 WEAPON CAPSULE, QUICKSPARK 25

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