Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).
If a character uses a weapon with which he is not proficient, he suffers a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).
Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.
Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).
A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.
Thrown weapons: Can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.
Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.
Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.
Table: Simple Weapons, Melee |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Unarmed Attacks | ||||||
Gauntlet | 2 gp | * | * | – | 2 lb. | (B) |
Strike, unarmed (Medium-size) | – | 1d3S | X2 | – | – | (B) |
Strike, unarmed (Small) | – | 1d2S | X2 | – | – | (B) |
Tiny | ||||||
Dagger | 2 gp | 1d4 | 19-20/X2 | 10 ft. | 1 lb. | (P) |
Dagger, punching | 2 gp | 1d4 | x3 | – | 2 lb. | (P) |
Gauntlet, spiked | 5 gp | 1d4 | x2 | – | 2 lb. | (P) |
Small | ||||||
Mace, light | 5 gp | 1d6 | X2 | – | 6 lb. | (B) |
Sickle | 6 gp | 1d6 | X2 | – | 3 lb. | (S) |
Medium-size | ||||||
Club | – | 1d6 | X2 | 10 ft. | 3 lb. | (B) |
Halfspear | 1 gp | 1d6 | X3 | 20 ft. | 3 lb. | (P) |
Mace, heavy | 12 gp | 1d8 | X2 | – | 12 lb. | (B) |
Morningstar | 8 gp | 1d8 | X2 | – | 8 lb. | (B&P) |
Large | ||||||
Quarterstaff | – | 1d6/1d6 | x2 | – | 4 lb. | (B) |
Shortspear | 2 gp | 1d8 | x3 | 20 ft. | 5 lb. | (P) |
Table: Simple Weapons, Ranged |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Small | ||||||
Crossbow, light | 35 gp | 1d8 | 19-20/X2 | 80 ft. | 6 lb. | (P) |
Bolts, crossbow (10) | 1 gp | – | – | – | 1 lb. | – |
Dart | 5 sp | 1d4 | X2 | 20 ft. | 1/2 lb. | (P) |
Sling | – | 1d4 | X2 | 50 ft. | 0 lb. | (B) |
Bullets, sling (10) | 1 sp | – | – | – | 5 lb. | – |
Medium-size | ||||||
Crossbow, heavy | 50 gp | 1d10 | 19-20/X2 | 120 ft. | 9 lb. | (P) |
Bolts, crossbow (10) | 1 gp | – | – | – | 1 lb. | – |
Javelin | 1 gp | 1d6 | X2 | 30 ft. | 2 lb. | (P) |
Table: Martial Weapons, Melee |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Small | ||||||
Axe, throwing | 8 gp | 1d6 | X2 | 10 ft. | 4 lb. | (S) |
Hammer, light | 1 gp | 1d4 | X2 | 20 ft. | 2 lb. | (B) |
Handaxe | 6 gp | 1d6 | X3 | – | 5 lb. | (S) |
Lance, light | 6 gp | 1d6 | X3 | – | 5 lb. | (P) |
Pick, light | 4 gp | 1d4 | X4 | – | 4 lb. | (P) |
Sap | 1 gp | 1d6S | X2 | – | 3 lb. | (B) |
Sword, short | 10 gp | 1d6 | 19-20/X2 | – | 3 lb. | (P) |
Medium-size | ||||||
Battleaxe | 10 gp | 1d8 | X3 | – | 7 lb. | (S) |
Flail, light | 8 gp | 1d8 | X2 | – | 5 lb. | (B) |
Lance, heavy | 10 gp | 1d8 | X3 | – | 10 lb. | (P) |
Longsword | 15 gp | 1d8 | 19-20/X2 | – | 4 lb. | (S) |
Pick, heavy | 8 gp | 1d6 | X4 | – | 6 lb. | (P) |
Rapier | 20 gp | 1d6 | 18-20/X2 | – | 3 lb. | (P) |
Scimitar | 15 gp | 1d6 | 18-20/X2 | – | 4 lb. | (S) |
Trident | 15 gp | 1d8 | X2 | 10 ft. | 5 lb. | (P) |
Warhammer | 12 gp | 1d8 | X3 | – | 8 lb. | (B) |
Large | ||||||
Falchion | 75 gp | 2d4 | 18-20/X2 | – | 16 lb. | (S) |
Flail, heavy | 15 gp | 1d10 | 19-20/X2 | – | 20 lb. | (B) |
Glaive | 8 gp | 1d10 | X3 | – | 15 lb. | (S) |
Greataxe | 20 gp | 1d12 | X3 | – | 20 lb. | (S) |
Greatclub | 5 gp | 1d10 | X2 | – | 10 lb. | (B) |
Greatsword | 50 gp | 2d6 | 19-20/X2 | – | 15 lb. | (S) |
Guisarme | 9 gp | 2d4 | X3 | – | 15 lb. | (S) |
Halberd | 10 gp | 1d10 | X3 | – | 15 lb. | (P&S) |
Longspear | 5 gp | 1d8 | X3 | – | 9 lb. | (P) |
Ranseur | 10 gp | 2d4 | X3 | – | 15 lb. | (P) |
Scythe | 18 gp | 2d4 | X4 | – | 12 lb. | (P&S) |
Table: Martial Weapons, Ranged |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Medium-size | ||||||
Shortbow | 30 gp | 1d6 | X3 | 60 ft. | 2 lb. | (P) |
Arrows (20) | 1 gp | – | – | – | 3 lb. | – |
Shortbow, composite | 75 gp | 1d6 | X3 | 70 ft. | 2 lb. | (P) |
Arrows (20) | 1 gp | – | – | – | 3 lb. | – |
Large | ||||||
Longbow | 75 gp | 1d8 | X3 | 100 ft. | 3 lb. | (P) |
Arrows (20) | 1 gp | – | – | – | 3 lb. | – |
Longbow, composite | 100 gp | 1d8 | X3 | 110 ft. | 3 lb. | (P) |
Arrows (20) | 1 gp | – | – | – | 3 lb. | – |
Table: Exotic Weapons, Melee |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Tiny | ||||||
Kama,halfling | 2 gp | 1d4 | X2 | – | 1 lb. | (S) |
Kukri | 8 gp | 1d4 | 18-20/X2 | – | 3 lb. | (S) |
Nunchaku, halfling | 2 gp | 1d4 | X2 | – | 1 lb. | (B) |
Siangham, halfling | 2 gp | 1d4 | X2 | – | 1 lb. | (P) |
Small | ||||||
Kama | 2 gp | 1d6 | X2 | – | 2 lb. | (S) |
Nunchaku | 2 gp | 1d6 | X2 | – | 2 lb. | (B) |
Siangham | 3 gp | 1d6 | X2 | – | 1 lb. | (P) |
Medium-size | ||||||
Sword, bastard | 35 gp | 1d10 | 19-20/X2 | – | 10 lb. | (S) |
Waraxe, dwarven | 30 gp | 1d10 | X3 | – | 15 lb. | (S) |
Large | ||||||
Axe, orc double | 60 gp | 1d8/1d8 | X3 | – | 25 lb. | (S) |
Chain, spiked | 25 gp | 2d4 | X2 | – | 15 lb. | (P) |
Flail, dire | 90 gp | 1d8/1d8 | X2 | – | 20 lb. | (B) |
Sword,two-bladed | 100 gp | 1d8/1d8 | 19-20/X2 | – | 30 lb. | (S) |
Table: Exotic Weapons, Ranged |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Tiny | ||||||
Crossbow, hand | 100 gp | 1d4 | 19-20/X2 | 30 ft. | 3 lb. | (P) |
Bolts (10) | 1 gp | – | – | – | 1 lb. | – |
Shuriken | 1 gp | 1 | X2 | 10 ft. | 1/10 lb. | (P) |
Small | ||||||
Whip | 1 gp | 1d2S | X2 | 15 ft. | 2 lb. | (S) |
Medium-size | ||||||
Crossbow, repeating | 250 gp | 1d8 | 19-20/X2 | 80 ft. | 16 lb. | (P) |
Bolts (5) | 1 gp | – | – | – | 1 lb. | – |
Net | 20 gp | * | * | 10 ft. | 10 lb. | – |
Table: Asian Weapons, Melee |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Small | ||||||
Wakizashi* | 300 gp | 1d6 | 19-20/X2 | – | 3 lb. | (S) |
Medium-size | ||||||
Katana† | 400 gp | 1d10 | 19-20/X2 | – | 6 lb. | (S) |
Large | ||||||
Kusari-gama | 10 gp | 1d6/1d4 | X2 | – | 3 lb. | (S/B) |
* Except as indicated, same as masterwork short
sword. † Except as indicated, same as masterwork bastard sword. |
Table: Asian Weapons, Ranged |
Weapon | Cost | Damage | Critical | Range Incr. | Weight | Type |
Small | ||||||
Blowgun | 1 gp | 1 | X2 | 10 ft. | 2 lb. | (P) |
Needles, blowgun (20) | 1 gp | – | – | – | * | – |
* No weight worth noting. |
Cost: This is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.
Damage: The Damage column gives the damage dealt with a weapon when a hit is scored. If the damage is designated "S", then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, then the weapon is a double weapon, and the full attack full-round action can be used to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack.
As a weapon gets larger or smaller, the damage it deals changes according to the following progression:
One size smaller | Original damage | One size larger |
1 | 1d2 | 1d3 |
1d2 | 1d3 | 1d4 |
1d3 | 1d4 | 1d6 |
1d4 | 1d6 | 1d8 |
1d6 | 1d8 | 2d6 |
1d6 | 1d10 | 2d6 |
1d8 | 1d12 | 2d8 |
For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8), and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8).
A weapon reduced in size so that it does less than 1 point of damage is useless.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When a critical hit is scored, roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.
Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when a critical hit is scored.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty to the attack roll.
Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.
Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.
Weight: This column gives the weapon's weight.
Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.
Special: Some weapons have special features, such as reach. See the weapon descriptions.
Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing.
Axe, Orc Double: An orc double axe is a double weapon. A creature using a double weapon in one hand can't use it as a double weapon.
Blowgun: This is used to fire small needles a long distance. It is silent, and its needles most often are used to poison foes.
Needles, Blowgun: 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 even deathblade.
Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.
Bullets, Sling: 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 to be destroyed or lost.
Chain, Spiked: A spiked chain has reach of 10 feet. In addition, the weapon can be used against an adjacent foe.
Because the chain can wrap around an enemy's leg or other limb, a trip attack can be made with it. If a character using a Spiked Chain is tripped during the character's trip attempt, the chain can be dropped to avoid being tripped.
When using a spiked chain, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent).
Use the Weapon Finesse feat to apply a character’s Dexterity modifier instead of the Strength modifier to attack rolls with a spiked chain.
Club: A wooden club is so easy to find and fashion that it has no cost.
Crossbow, Hand: Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.
Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy 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 weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).
Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.
A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with each hand as noted for heavy crossbows, above.
Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, the crossbow can be shot according to a character's normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.
Dagger: The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.
Dagger, Punching: This dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.
Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.
Flail, Dire: A dire flail is a double weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can't use it as a double weapon.
With a dire flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if the character fails to disarm the enemy).
Use this weapon to make trip attacks. If a character is tripped during his or her own trip attempt, the dire flail can be dropped to avoid being tripped.
Flail, Heavy or Light: With a flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if the character fails to disarm the enemy).
Use this weapon to make trip attacks. If the character is tripped during his or her own trip attempt, the flail can be dropped to avoid being tripped.
Gauntlet: These metal gloves protect the hands and let character's deal normal damage with unarmed strikes rather than subdual damage. 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.
Gauntlet, Spiked: An opponent cannot use a disarm action to disarm a character's spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive: A glaive has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Greatclub: 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.
Guisarme: A guisarme has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Because of the guisarme's curved blade, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the guisarme can be dropped to avoid being tripped.
Halberd: Normally, a character strikes with the halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, a character can use it to make trip attacks. If a character is tripped during his or her own trip attempt, the halberd can be dropped to avoid being tripped.
Halfspear: The halfspear is small enough for a Small character to use it.
Hammer, Light: This is a small sledge light enough to throw.
Javelin: This weapon is a light, flexible spear intended for throwing. It can be used in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer -4 on their melee attack rolls.
Kama: A monk using a kama can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.
Katana: While functionally a bastard sword, this sword is the most masterfully made nonmagical weapon in existence. It counts as a masterwork weapon and grants its wielder a +1 bonus to attack rolls. A katana is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size 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-size creature can use it in one hand. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.
Kusari-Gama: This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that can be used either as a double weapon or as a reach weapon. A character 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. If used as two weapons it can only be used to strike adjacent opponents.
If used as a reach weapon, a kusari-gama can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. In this case, only one end of the kusari-gama can be used effectively; it cannot be used as a double weapon. The character chooses which end to use when used as a range weapon. The sickle end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
A kusari-gama can be used to make trip attacks. If the wielder is tripped during his or her own trip attempt, the kusari-gama can be dropped to avoid being tripped.
The kusari-gama gives a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed after failing to disarm the opponent).
Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a kusari-gama.
Lance, Heavy or Light: A lance deals double damage when used from the back of a charging mount. A heavy lance has reach of 10 feet. The weapon cannot be used against an adjacent foe. Light lances are primarily for Small riders.
Longbow: A character needs at least two hands to use a bow, regardless of the size of the bow. This bow is too big to use while mounted.
Longbow, Composite: A character needs at least two hands to use a bow, regardless of the size of the bow. A character must be at least Medium-size to use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.
Longspear: A longspear has reach of 10 feet. The weapon cannot be used against an adjacent foe.
Mighty Composite Longbow or Shortbow: A mighty bow is a composite bow made with an especially heavy pull to allow a strong archer to take advantage of an above-average Strength. The mighty bow allows a character to add his or her Strength bonus to damage up to the maximum bonus listed.
Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. It can be used to entangle opponents.
When a net is thrown, make a ranged touch attack against the target. A net's maximum range is 10 feet, and the character suffers no range penalties to throw it even to its maximum range. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the character takes control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.
The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).
A net is only useful against creatures between Tiny and Large size, inclusive. A net must be folded to be thrown effectively. The first time a net is thrown in a fight, the attacker must make a normal ranged touch attack roll. After the net is unfolded, the character suffers 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 nonproficient one to do so.
Nunchaku: A monk using a nunchaku fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.
Pick, Heavy or Light: A pick is designed to concentrate its force on a small, penetrating point. A light or heavy pick resembles a miner's pick but is specifically designed for war.
Quarterstaff: A quarterstaff is a double weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.
Ranseur: A ranseur has reach of 10 feet. The weapon cannot be used against an adjacent foe.
With a ranseur, add a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).
Rapier: Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a rapier.
Sap: A sap comes in handy when a character wants to knock an opponent out instead of killing him.
Scimitar: The curve on this blade makes the weapon's edge effectively sharper.
Scythe: 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.
Shortbow: A character must use two hands to use a bow, regardless of the size of the bow. A character who is Medium-size or larger can use this bow while mounted.
Shortbow, Composite: A character must use at least two hands to use a bow, regardless of the size of the bow. A character who is Small or larger can use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.
Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.
Shuriken: Up to three shuriken can be thrown per attack (all at the same target). Do not apply the Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.
Siangham or Halfling Siangham: A monk using a siangham fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling siangham is for Small monks.
Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.
Sling: The sling hurls lead bullets. It's not as easy to use as the crossbow nor as powerful as a bow, but it's cheap, and easy to improvise from common materials. Druids and halflings favor slings.
A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so they deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.
Strike, Unarmed: A Medium-size character deals 1d3 points of subdual damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that provide a bonus to weapon damage.
Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Sword, Short: This sword is popular as an off-hand weapon or as a primary weapon for Small characters.
Sword, Two-Bladed: A two-bladed sword is a double weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can't use it as a double weapon.
Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons.
Wakizashi: 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 to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size 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.
Weapon, Masterwork: These well-made weapons add a +1 bonus to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.
Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped.
When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).