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WEAPON DESCRIPTION

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.

Awl Pike (Illustration by Attilla Adorjany)

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.

Bardiche (Illustration by Attilla Adorjany)

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.

Bec de Corbin (Illustration by Attilla Adorjany)

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.

Fauchard (Illustration by Attilla Adorjany)

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.

Lochaber Axe (Illustration by Attilla Adorjany)

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