Table: Weapons
          Range    
Simple Weapons Cost Dmg (S) Dmg(M) Critical Increment Weight Type
Light Melee Weapons              
   Arm Blade 7 gp 1d3 1d4 x2 2 lb. Piercing or slashing
   Belaying Pin 1 cp 1d3 1d4 x2 10 ft. 3 lb. Bludgeoning
   Bottlea 1d2 1d3 x2 10 ft. 1–3 lb. Bludgeoning or Piercing
   Marlin Spike 1 gp 1d2 1d3 19–20/x2 10 ft. 1 lb. Piercing
Ranged Weapons              
   Monkey's Fist 1d2§ 1d3§ x2 10 ft. 3 lb. Bludgeoning
               
          Range    
Martial Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
One-Handed Melee Weapons              
   Cutlass 15 gp 1d4 1d6 19-20/x2 3 lb. Slashing
   Gaff Hook 4 gp 1d3 1d4 x2 2 lb. Piercing
   Machete 8 gp 1d6 1d8 19-20/x2 4 lb. Slashing
   Saber 20 gp 1d6 1d8 19-20/x2 5 lb. Slashing
Two-Handed Melee Weapons              
   Boarding Pike 8 gp 1d6 1d8 x3 8 lb. Piercing or slashing
   Maul 15 gp 1d8 1d10 x3 20 lb. Bludgeoning
               
          Range    
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons              
   Blade Boot 15 gp 1d3 1d4 19-20/x2 1 lb. Piercing
   Claw Bracers 30 gp 1d3 1d4 19-20/x2 2 lb. Piercing
   Gunsen (War fan) 30 gp 1d4 1d6 x3 3 lb. Slashing
   Slashdisk 10 gp 1d3 1d4 x2 10 ft. 2 lb. Slashing
One-Handed Melee Weapons              
   Crescent Whip 10 gp 1d4 1d6 x2 3 lb. Slashing
   Khopesh 20 gp 1d6 1d8 19-20/x2 12 lb. Slashing
   Scourge 20 gp 1d6 1d8 x2 2 lb. Slashing
   Thinblade (elven) 100 gp 1d6 1d8 18-20/x2 3 lb. Piercing
Two-Handed Melee Weapons              
   Mancatcher 30 gp 1d3§ 1d4§ x2 8 lb. Bludgeoning
Ranged Weapons              
   Bolas, two-ball 5 gp 1d3 1d4 x2 10 ft. 2 lb. Bludgeoning
   Bolas, barbed 10 gp 1d3 1d4 x2 10 ft. 3 lb. Bludgeoning
   Boomerangb 10 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
   Cannonball 10 gp 1d10 2d6 19-20/x2 10 ft. 7/15 lb. Bludgeoning
   Grappling Hook 5 gp 1d3 1d4 x2 10 ft. 7 lb. Bludgeoning or Piercing
   Chakram 15 gp 1d3 1d4 x3 30 ft. 2 lb. Slashing
   Throwing Irons 8 gp 1d4 1d6 x3 10 ft. 3 lb. Slashing
One-Handed Firearms              
   Pug Barrel Pistol 80 gp 1d6 1d8 x4 10 ft. 2 lb. Piercing
   Pistol (wheel lock pistol) 250 gp 1d8 1d10 x3 50 ft. 3 lb. Piercing
      Bullets (10) 3 gp 2 lb.  
   Flamegun 400 gp 1d6 1d6 10 ft. 3 lb. Fire
      Fuel pack (5) 50 gp 2 lb.  
Two-Handed Firearms              
   Arquebus 300 gp 1d10 1d12 x3 50 ft. 6 lb. Piercing
   Rifle 500 gp 1d10 1d12 x3 150 ft. 10 lb. Piercing
   Spittergun 1,500 gp 1d8 1d10 x3 100 ft. 12 lb. Piercing
      Bullets (10) 3 gp 2 lb.  
   Scattergun (blunderbuss) 1,000 gp Special Special x2 Special 10 lb. Piercing
      Shells (5) 10 gp 2 lb.  

    a For the bottle and the vial, any hit breaks the item unless a break DC 5 is failed. If a bottle is broken, it can then be used as a knife.
    b The boomerang returns only if it was thrown by a proficient user and misses its target.

    Arm Blades: Arm blades are constructed of a metal harness and a heavy, curved blade, the weapon is strapped onto the arm. The blade runs down the outside of the arm from just above the elbow to several inches beyond the finger tips, and can be used as a stabbing weapon or slashing weapon. It is virtually impossible to drop, and the heavy blades can server boarding lines with a single swipe.
    Belaying Pin:This is a weapon of convenience for sailors of any campaign. Belaying pins are used to secure the lines of a ship's rigging, and there's always one nearby on the deck of a ship.
    Blade Boot: Custom fitted to the wearer's own boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The buyer can simply add one blade to either of his boots at the given cost, or buy a matching set for double the cost.
    The wearer's movement is not impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or charge. A monk using the blade attacks as if unarmed. The weapon finesse feat can be applied to blade boots.
    Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Artist checks made to escape from rope bonds.
    It takes a character trained in both Craft (Cobbling) and Craft (weaponsmithing) to make blade boots. The Craft DC is 20 to refit an existing boot with a blade, or 15 to make a new pair. Refitting a boot takes about a day of work, it the blade and materials are on hand. Making a new pair of blade boots requires about a week.
    Bolas: A bolas is a set of three weighted balls connected by leather cords. To attack, you whirl the bolas in a circle over your head and then fling it at a target. The bolas connect with your opponent with a successful ranged touch attack; disregard any armor, shield, or natural armor bonus of the target.
    A character struck by bolas must make a Reflex save (with a DC equal to the attack roll of the bola's wielder). If the saving throw fails, the target takes subdual damage and is considered pinned. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.) The bolas can pin only a Tiny, Small, or Medium size target.
    To escape the bolas, the pinned character must either breaks out (Strength check, DC 20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and only slashing weapons do damage).
    Regardless of the method, escaping is a full round action. (Remember that a target can use the take 10 or take 20 actions to escape if the situation allows.)
    If the saving throw succeeds, the target suffers normal damage but is not pinned.
    Bolas, Barbed:The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs.
    The barbed bolas functions identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes additional 1d4 points of damage.
    Boomerang: The boomerang is a curved throwing stick that will return to its thrower on a miss. To catch a returning boomerang, the character must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.
    Boarding Pike: This common, hooked and bladed pole arm is used primarily for repelling boarders and cutting grappling lines.
    A boarding pike has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. (Source: Converted from the Adventures in Space boxed set.)
    Bottle: Bottles are found in taverns and alehouses all over the world. Each time a bottle hits, it must roll a successful saving throw vs. normal blow or break. A broken bottle can be wielded as if it were a knife.
    Pug Barrel Pistol: This small short barreled pistol with a large bore, is often used a hidden back up weapon. It is most effective at close range. Reloading of the pug barrel pistol requires a standard action to reload.
    Bullets: These large, round, lead bullets are sold in bags of 10 for 3 gp. The bag has negligible weight, but 10 lead bullets weight 2 pounds.
    Cannonball: Special training turns what is otherwise a siege weapon shot into a personal deadly missile. Those not of the proper size or larger to use the weapon effectively suffer an additional -3 penalty to attack rolls. This weapon is also known as the orcish shotput. The following size for each cannonball weight is required to avoid taking the -3 additional “to hit” penalty: 7 lb. cannonball requires person to be at least small size or larger and 15 lb. requires a medium size or larger.
    Chakram: The chakram is a throwing quoit or disk with a sharpened outer edge, about a foot in diameter. It is thrown frisbee-style, with a rapid spin.
    Claw Bracers: Popular with sorcerers and wizards of the Cult of the Dragon, a claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches beyond the tip of the wearer's extending fingers. The wearer can cast spells normally while wearing the bracer, and cannot be disarmed. Many claw bracers are magic weapons.
    Crescent Whip: The crescent whip is an extra-long (15-20 ft.) rawhide whip with a crescent blade affixed to the tip (curving edge outward). In combat the whip is spun above the head, with line being played out gradually. Then the weapon is lashed toward an opponent who may not only become entangled but also suffer a significant slashing attack from the blade. The major drawback of the weapon is the large amount of room needed to use it effectively (at least a 10 ft. radius). This can be obstacle to use in crowded street or deck of a ship. (Source: Converted from the Astromundi Cluster boxed set.)
    Cutlass: The cutlass is a heavy, slightly curved, single-edged blade of medium length. It was popular with sailors and marines for hundreds of years. Its heavy basket hilt gives the wearer a +2 circumstance bonus on any checks to resist being disarmed.
    Flamegun: This pistol-sized weapon shoots a thin stream of alchemist's fire that ignites as soon as it hits air. It requires only a touch attack to hit a target. It deals no splash damage, but any target struck must make a Reflex save (DC 15) or catch fire, suffering an additional id6 points of fire damage each round until he can extinguish the flames.
    A flamegun is supplied by a five-shot fuel pack. As long as fuel remains, you can shoot the flamegun according to your normal number of attacks without reloading. Replacing a spent fuel pack with a fresh one requires a standard action.
    Fuel Pack: A flamegun fuel pack holds enough alchemist's fire for five shots. If broken open, treat it as a flask of alchemist's fire.
    Gaff/hook: The gaff is a short, T-handled hook used to boat fish or handle heavy crates. For 5 gp, a hook can be attached in place of a missing hand, which provides a character with a weapon that cannot be disarmed.
    Grappling Hooks: Grappling hooks are often used at sea and in sieges. Usually, they are made from three or four iron hooks welded together and a sturdy length of rope. Grapples can be thrown 50 feet horizontally plus/minus 10 feet per strength modifier or 30 feet vertically plus/minus 6 feet per Strength modifier. Although grapples aren't intended for personal combat, a creative character can improvise a number of pull/trip maneuvers with a grapple and length of rope.
    Gunsen: This deceptive weapon resembles an oriental fan. It is both a parrying device (bonus of +1 AC directed against one attack) and an effective bludgeon. The paper fan contained in a gunsen is used to distract and confuse an opponent, and is often decorated with beautiful designs.
    Unlike most hurled weapons, jungle throwing knives were often thrown along a horizontal plane as well as a vertical one. Because of their size and form, these weapons inflicted more damage than most hurled weapons. Their multiple-edged branches increased their chances of hitting an opponent, and they were even known to bounce over or around shields to strike an enemy. Thus, they have + 1 circumstance bonus to hit when hurled.
    Khopesh: The khopesh looks like a normal longsword whose blade suddenly turns sickle shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hook-like blade.
    Machete: Many cultures regard the machete as a tool, and some cultures as a weapon of war. It consists of a short, heavy, slightly curved blade designed for slashing. Many varieties of tribal swords or fighting knives fall into the category of machetes, and may be elaborately decorated blades of superior construction and balance. In eastern lands, these blades are known as parangs.
    Marlin Spike: This is a 6 inch tool made of iron or ivory, tapering to a point, used to seperate the strands of a rope in splicing and marling. It has an eye in the thick end to which a lanyard is attached, the end of which is tied to a handy belt loop. When used for splicing ropes, it provides a +5 circumstance bonus to the Use Rope skill.
    Maul: The maul is simply a two-handed war hammer of enormous size. It is favored by the dwarves.
    Mancatcher: City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who hits a Small or Medium size opponent with a mancatcher can immediately initiate a grapple (as a free action) without provoking an attack of opportunity. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.)
    In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to pull his target to the ground (the equivalent of a trip attack though no roll is necessary.)
    The mancatcher has reach and cannot be used against adjacent opponents.
    It is rumored that the strange subterranean race known as the kuo toa have a larger, more dangerous version of this weapon called a pincer staff.
    Monkey's Fist: This is, at best, an impromptu weapon that is a carryover from waterborne sailing vessels. When throwing a ship's line from one point to another, sailors aboard ship would wrap a rope around a rock or piece of metal, in a particular knot commonly known as a monkey's fist. This added weight would provide additional for the thrown rope.
    When used as a weapon, the monkey's fist is whirled at a target, and will inflict subdual damage if it hits. It inflicts no damage to an armored creature (+1 or more armor bonus) or to any creature with +3 or greater natural armor. Once thrown, the thrower must spend round pulling the rope back before another attack can be made.
    Pistol: The pistol holds a single bullet and requires a standard action to reload.
    Rifle: The rifle holds a single bullet and requires a standard action to reload.
    Sabre. The sabre is a duelist's weapon and is slightly curved slashing blade of medium length. The sabre had one of the longest periods of service of any sword; they appeared in Europe during the 11th century, and were still considered standard issue for cavalrymen at the beginning of the 20th century. You gain a +1 circumstance bonus on your attack rolls when you use a sabre while mounted.
    Scattergun: The scattergun fires a spray of shrapnel in a 15-foot cone from the firing character. Make an attack roll against each target in the area, applying a penalty as appropriate.
A scattergun holds five shells at a time but must be cocked between shots (a move-equivalent action). Reloading up to two shells is a standard action. Reloading more shells than that (up to all five) is a full-round action.

Range to Target Attack Penalty Damage
Up to 5 feet 3d6
6 to 10 feet –2 2d6
11 to 20 feet –4 1d6

    Scattergun Shell: This metal tube is packed with tiny metal pellets. It includes a gunpowder charge, so you don't need any additional powder to fire the weapon.
    Scourge: A scourge is a multi-tailed, barbed whip. The scourge is often dipped in a poison delivered via a injury (such as large scorpion venom). With a scourge, you get 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 tripping during your own trip attack, you can drop the scourge to avoid being tripped.
    Slashdisk: The Slashdisk is a steel plate with a slit in the center and sharpened edges. It is held with the hand through the disk, with the weight of the weapon resting on the back of the hand. Originally intended for use as a melee weapon, most are balanced well enough to be thrown by skilled users. Proficient users are allowed a +1 shield bonus when using this weapon. Non-proficient users cannot use the slash disk as a thrown weapon. (Source: Converted from the Astromundi Cluster boxed set.)
    Spittergun: The rifle-sized spittergun holds six bullets. While it holds bullets, you can shoot the spittergun according to your normal number of attacks without reloading. Reloading a full clip of six bullets is a full-round action that provokes attacks of opportunity.
    Throwing Irons: These weapons were not really knives as commonly envisioned; they had complex blades with two or more edged or pointed protrusions. Because of their size and extravagant shapes, they might just as well be called throwing axes. Such weapons are used on the Dark Continent, notably by the Yuan-ti.

Grenade Like Weapons
    These explosive weapons require no proficiency to use, like other grenade like weapons, and are ranged touch attacks. A direct hit with an explosive grenade like weapons means that the weapon has hit the creature it was aimed at and everyone within the blast radius, including that creature, takes the indicated damage. A miss requires a roll for deviation as for regular grenade like weapons, but rather than dealing splash damage to all creatures within 5 feet, the weapon deals the same damage to all creatures with the blast radius of where it actually lands.
    Bomb: This round smoke powder bomb must be lit before it is thrown. Lighting the bomb is a standard action. The explosive deals 3d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.
    Smoke bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is a standard action. One round after it is lit, this non-damaging explosive emits a cloud of smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything within the cloud has 90% concealment.

Table: Grenade-Like Weapons
      Blast Range    
Explosive Weapons Cost Damage Radius Increment Weight Type
   Bomb 150 gp 2d8 5 ft. 10 ft. 1 lb. Fire
   Smokebomb 70 gp Smoke 20 ft. 10 ft. 1 lb. Obscurement
             
Smoke Powder
    Smoke Powder: This wondrous substance is similar, though not identical, to gunpowder. It is extremely scarce and, due to its volatile nature, dangerous to fabricate. Smoke powder will be available in a campaign only if the DM allows it. If the DM doesn't want it in the campaign, it simply doesn't exist.
    Smoke powder is commonly found divided into two separate components--one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the smoke powder is complete and dangerous.
    When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of smoke powder used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally--doubling causes 2d2 points of damage, tripling causes 3d2, and so on.
    An explosion capable of causing 10 points of damage (5 charges) have a 5-foot radius and those capable of 30 points of damage (15 charges) have a 10-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant's blow.
    When discovered, a pouch of smoke powder contains 3d6 charges. Charges from several pouches of smoke powder can be combined to create bigger, more damaging explosions. A single charge of smoke powder weights one ounce and 16 charges are 1 pound, and smoke powder is often sold in kegs and in water resistant powder horns. Small kegs have 15-pound capacity and 20 pounds total weight, and cost 1,200 gp (this assumes it is full to the brim with 240 charges)! Powder horns have 2-pound capacity and total weight, and cost 160 gp (this assumes it is full to the brim with 32 charges) for a full powder horn.
    Caster Level: 9th; Prerequisite: Craft Wondrous Item, 9+ ranks of Alchemy; Market Price: 5 gp per charge; Weight: 1 pound per 16 charges.
    Smoke power cost the Alchemist 4 gp per charge to make before reselling. While the cost of 5 gp per charge is what is most commonly charged for smoke powder, it not uncommon in areas where it is rare to see it as high as 25 gp per charge (increase the cost of small kegs and powder horns to match such inflated prices).

Specialty Arrows and Bolts
    Adhesive Bolt: Adhesive bolts are blunt crossbow bolts with a small eye for threading a tether. Their tips are coated with strong glue which can hold 300 lbs. without coming loose. A solvent which is sold with the bolts can dissolve the glue in 2 rounds. Adhesive bolts are often connected to 50 feet of thin rope, and used by crewmembers that have fallen overboard to pull themselves to the ship. (Source: Converted from the Astromundi Cluster boxed set.)