ANKUS:
The ankus is made up of a long dull hook along with a blunt point attached
to a pole. An ankus has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes. An ankus can make trip attacks. If
the wielder is tripped during their own trip attempt, they can drop the ankus to
avoid being tripped.
AWL PIKE:
Built similarly to a longspear, the awl pike is almost 15 feet long. A awl
pike has reach. It can be used to strike opponents 15 feet away,
but can not be used against adjacent or closer foes. If
a ready action is used to set an awl pike against a charge, it deals double
damage on a successful hit against a charging character.
ARROWS:
An arrow used as a melee weapon is treated as a light improvised weapon
(-4 penalty on attack rolls) and deals damage as a dagger of its size (Critical
multiplier 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.
ATLATL:
This tool, a flexible wooden stick about 2-feet long, enables a stone-tipped
dart to fly a greater distance and to strike for greater damage. The atlatl is
often decorated with elaborate carvings. The atlatl often has a small stone
attached to the shaft that acts as a counterweight. The projectile is either a
stone-tipped dart or a stone-tipped javelin. The thrower places the dart or
javelin in a hooked groove at the end of the atlatl. The thrower then snaps
their forearm forward, launching the dart or javelin. A character trying to use
the atlatl without Exotic Weapon Proficiency suffers an extra -2 penalty on
attack rolls in addition to the normal -4 non-proficiency penalty.
BARDICHE:
This weapon combines a pole with a long curving cleaver blade, mounted near
the tip. A bardiche is cumbersome and unwieldy but devastating when it strikes.
BATTLEAXE:
Twice as heavy and almost twice as long as a handaxe, the battleaxe is a
more dangerous weapon, but at the cost of weight.
BEC de CORBIN:
Also called a raven's beak, the bec de corbin has both the head of an
exceptionally heavy pick and a spear blade. A bec de corbin has reach. It can be used
to strike opponents 10 feet away, but can not be used against adjacent foes. If
a ready action is used to set a bec de corbin against a charge, it deals double
damage on a successful hit against a charging character.
BOTTLE:
An improvised weapon. Used by grasping its neck and hitting an opponent with
the thicker end. The wielder suffers a -4 penalty on the attack roll, both for
throwing the bottle and striking in melee with the bottle. A successful attack
causes the bottle to shatter, ruining it as a weapon and spilling any liquid the
bottle contains over the target.
CHAIN:
An improvised weapon. As an improvised weapon, it suffers a -4 penalty on
attack rolls when used as an improvised weapon. A chain has reach. It can be used
to strike opponents 10 feet away, and unlike most reach weapons, can be used against adjacent foes.
Treat a chain as a two-handed improvised weapon. Unless specifically made for
small folk, it deals 1D6 points of bludgeoning damage. Because the chain can
wrap around an opponent's leg or other limb, it can be used to make trip
attacks. If the wielder is tripped during their own trip attempt, the chain can be dropped to avoid being tripped.
CLAW BRACER:
Claw bracers a metal claws fashioned in the shape of various clawed
creatures. Regardless of the claws imitated, the claws do the same damage. They
are tied along the forearm and project beyond the hand, but still allow for the
hand to utilize objects freely and even cast spells. They do not allow a shield
to be worn also.
DAGGER:
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.
DUOM:
The duom is a longspear with a standard spearhead, as well as two blades
curved so that they point backwards along the shaft. The weapon has reach. It can be used
to strike opponents 10 feet away, but only those proficient with the duom can
also attack adjacent foes with the reversed heads using practiced 'reversed
strike.' Apply a -2 penalty on the attack roll if the duom is used to attack a
second adjacent opponent in the same round as the first opponent was attacked.
DWARVEN URGOSH:
Also known as the spear-axe, this weapon is made up of a spear tip and an
axe head mounted on opposite ends of a sturdy pole. It can be fought with as if
fighting with two weapons, but if used in such a way incurs all the normal
penalties associated with fighting with two weapons, just as if using a
one-handed weapon and a light weapon. The urgosh's axe head is a slashing weapon
that deals 1D8 points of damage. either end can be used as the primary weapon.
the other is the off-hand weapon. a creature wielding a dwarven urgosh in one
hand can not use it as a double weapon, only one end of the weapon can be used
in any given round. If
a ready action is used to set the spear end of a dwarven urgosh against a charge, it deals double
damage on a successful hit against a charging character. Dwarves treat urgoshes
as martial weapons.
DWARVEN WARPIKE:
The dwarven warpike resembles a halberd with a greatly elongated shaft,
and a counterweight at the other end. A dwarven warpike has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes. If
a ready action is used to set the dwarven warpike against a charge, it deals double
damage on a successful hit against a charging character. The hook on the back of
a dwarven warpike can be used to make trip
attacks. If the wielder is tripped during their own trip attempt, the dwarven
warpike can be dropped to avoid being tripped.
FAUCHARD:
A simple polearm with a curved, slashing blade, not unlike a gently curved
sickle. A fauchard has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes.
GAUNTLET:
This metal glove protects your hands and lets you deal lethal rather
than non-lethal 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 armours (except breastplate) come with
gauntlets.
GLADIUS (masterwork short sword):
Masterwork short sword, ornate in design and crafted for close combat,
thrusts only. Used primarily by Legionnaires.
GLAIVE:
The glaive is little more than a single-edged blade at the end of a long
pole. A glaive has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes.
GOAD:
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 a solid weapon in a pinch. When
attacking with a goad, it must be declared if the spike is being used, to do
piercing damage, or the weighted end is being used to deal bludgeoning damage.
The flexibility of the goad's shaft absorbs much of the force behind blows made
with the bludgeoning head, and all bludgeoning damage dealt by a goad is
non-lethal as a result. Piercing damage remains lethal. If proficient with its
use, the goad grants a +2 circumstance bonus on all Handle Animal checks made
against animals of size Huge or larger (such as elephants).
GREATSPEAR:
This heavy spear has a broad flat blade. A greatspear has reach. You can
strike opponents 10 feet away with it, but it can not be used against an
adjacent foe.
GUISARME:
The guisarme is a curving blade that bends back far enough to form a hook. A
guisarme has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes. It can also be used to make trip
attacks. If the wielder is tripped during their own trip attempt, the guisarme
can be dropped to avoid being tripped.
GYRSPIKE (two-handed exotic):
A stout shaft holds a longsword at one end and a flail at the other. It
may be used as if fighting with two weapons, but incurs the normal attack
penalties for two-weapon fighting, as if using a one-handed weapon and a light
weapon. Gain a +2 bonus to opposed attack rolls when attempting to disarm an
enemy with a gyrspike (including the opposed attack roll to avoid being disarmed
if failing to disarm an enemy). Also may be used to make trip attacks. If
tripped during own trip attempt, the gyrspike may be dropped to avoid being
tripped.
HALBERD:
The halberd consists of a curving axe head combined with a long spear tip
mounted onto an 8-foot-long pole. If a ready action is used to set a halberd
against a charge, it deals 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
tripped during the wielder's trip attempt, the halberd may be dropped to avoid being
tripped.
HEAVY POLEAXE:
This weapon has a massive axe blade set onto a long pole. A heavy poleaxe
has reach. It can be used
to strike opponents 10 feet away, but can not be used against adjacent foes. If
a ready action is used to set a poleaxe against a charge, it deals double
damage on a successful hit against a charging character.
HUNTING BOOMERANG:
A curved piece of wood fashioned into a smooth edged weapon. This weapon
does not return to the thrower and deals lethal damage.
LOCHABER AXE:
An axe-headed weapon with a hook for tripping, the lochaber axe is
essentially a larger halberd lacking the top spike. A lochaber axe has reach. It can be used to strike opponents 10 feet away,
but can not be used against adjacent foes. It can also be used to make trip
attacks. If the wielder is tripped during their own trip attempt, the lochaber
axe can be dropped to avoid being tripped.
LONGSPEAR:
At its simplest, a longspear is little more than a sharp pointed blade
mounted on the end of a 10-foot-long pole. A longspear has reach. It can be used
to strike opponents 10 feet away, but can not be used against adjacent foes. If
a ready action is used to set a longspear against a charge, it deals double
damage on a successful hit against a charging character.
LONGSTAFF:
Longer than a quarterstaff, a longstaff is much more difficult to use, but
skilled wielders are better able to protect themselves from multiple attackers
when fighting cautiously. If proficient with the longstaff and fighting
defensively or employ the total defense combat manoeuver, the wielder can not be
flanked for the rest of the round. This benefit also applies if the wielder is
proficient in the weapon, has the Combat
Expertise feat, and shift at least 2 points of their attack bonus to Armour
Class for the round. A longstaff is a double
weapon. It can be fought with as if fighting with two weapons,
but incurs all the normal attack penalties associated with fighting with two
weapons, just as if using a one-handed weapon and a light weapon. A creature
wielding a longstaff in one hand can not use it as a double weapon, only one end
can be used in any given round. Characters proficient with the longstaff can
treat it as a quarterstaff for the purposes of the following feats: Greater
Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon
Focus,
and Weapon Specialization.
LONGSWORD:
This classic, straight blade is the weapon of knighthood and valour. It is a
favourite weapon of many paladins.
LUCERNE HAMMER:
The lucerne hammer is similar to the halberd, but with a longer spike
and a smaller three-pronged hammerhead instead of an axe blade. A lucerne hammer
has reach. It can be used
to strike opponents 10 feet away, but can not be used against adjacent foes.
MICROLITH BARBED LONGSPEAR:
Microliths are small triangular-shaped stones with sharp edges wedged
into the shaft of a spear just beneath the tip. This effectively creates a serrated
edge, causing more damage than the normal longspear. A microlith barbed
longspear has reach. It can be used to strike an opponent 10-feet away, but it
can not be used against an adjacent foe.
Last Updated: 16th October 2005
Based on the entries in Player's Handbook 3.5 Page 114-121 and Dragon Magazines #328, 331