Melee Weapons
Melee weapons are used in close combat and are generally among the simplest weapons to use. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapon Proficiency feat); others are archaic (covered by the Archaic Weapons Proficiency feat) or exotic (covered by the Exotic Melee Weapons feat).
Table: Melee Weapons | |||||||||
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Weapon | Damage | Critical | Damage Type | Range | Increment Size | Weight | Purchase DC | Restriction | |
Simple Weapons | |||||||||
Club, spiked | 1d8 | 20 | Bludgeoning, Piercing | — | Med. | 8 lb. | 5 | — | |
Dagger, punching | 1d4 | 20/x3 | Piercing | — | Tiny | 2 lb. | 5 | — | |
Gauntlet | * | * | Bludgeoning | — | * | 2 lb. | 5 | — | |
Gauntlet, spiked | 1d4 | 20 | Piercing | — | Tiny | 2 lb. | 6 | — | |
Ketch-all pole* | 1d4* | 20 | Bludgeoning | — | Large | 8 lb. | 11 | — | |
Mace, heavy | 1d8 | 20 | Bludgeoning | — | Med. | 8 lb. | 5 | — | |
Mace, light | 1d6 | 20 | Bludgeoning | — | Small | 6 lb. | 4 | — | |
Quarterstaff*‡ | 1d6/1d6 | 20 | Bludgeoning | — | Large | 4 lb. | 3 | — | |
Shortspear | 1d8 | 20/x3 | Piercing | 20 ft. | Large | 5 lb. | 5 | — | |
Sickle | 1d6 | 20 | Slashing | — | Small | 3 lb. | 3 | — | |
Archaic Weapons | |||||||||
Battleaxe | 1d8 | 20/x3 | Slashing | — | Med. | 7 lb. | 11 | — | |
Cutlass* | 1d6 | 19–20 | Piercing, Slashing | — | Small | 3 lb. | 11 | — | |
Falchion | 2d4 | 18–20 | Slashing | — | Large | 16 lb. | 12 | — | |
Flail, heavy* | 1d10 | 19–20 | Bludgeoning | — | Large | 20 lb. | 8 | — | |
Flail, light* | 1d8 | 20 | Bludgeoning | — | Med. | 5 lb. | 7 | — | |
Glaive† | 1d10 | 20/x3 | Slashing | — | Large | 15 lb. | 9 | — | |
Greataxe | 1d12 | 20/x3 | Slashing | — | Large | 20 lb. | 12 | — | |
Greatclub | 1d10 | 20 | Bludgeoning | — | Large | 10 lb. | 6 | — | |
Greatsword | 2d6 | 19–20 | Slashing | — | Large | 15 lb. | 13 | — | |
Guisarme*† | 2d4 | 20/x3 | Slashing | — | Large | 15 lb. | 9 | — | |
Halberd*† | 1d10 | 20/x3 | Piercing, Slashing | — | Large | 15 lb. | 10 | — | |
Lance, heavy | 1d8 | 20/x3 | Piercing | — | Med. | 10 lb. | 7 | — | |
Lance, light | 1d6 | 20/x3 | Piercing | — | Small | 5 lb. | 6 | — | |
Maul | 1d10 | 20/x3 | Bludgeoning | — | Large | 20 lb. | 10 | — | |
Naginata† | 1d10 | 20/x3 | Slashing | — | Large | 15 lb. | 13 | — | |
Pick | 1d4 | 20/x4 | Piercing | — | Small | 4 lb. | 6 | — | |
Pickaxe | 1d6 | 20/x4 | Piercing | — | Med. | 6 lb. | 7 | — | |
Ranseur† | 2d4 | 20/x3 | Piercing | — | Large | 15 lb. | 9 | — | |
Saber* | 1d8 | 19–20 | Slashing, Piercing | — | Med. | 4 lb. | 11 | — | |
Scimitar | 1d6 | 18–20 | Slashing | — | Med. | 4 lb. | 12 | — | |
Scythe | 2d4 | 20/x4 | Piercing, Slashing | — | Large | 12 lb. | 7 | — | |
Sword, short | 1d6 | 19–20 | Piercing | — | Small | 3 lb. | 10 | — | |
Trident | 1d8 | 20 | Piercing | 10 ft. | Med. | 5 lb. | 7 | — | |
Wakizashi | 1d6 | 19–20 | Slashing | — | Small | 3 lb. | 11 | — | |
Warhammer | 1d8 | 20/x3 | Bludgeoning | — | Med. | 8 lb. | 9 | — | |
Exotic Melee Weapons | |||||||||
Axe, orc double*‡ | 1d8/1d8 | 20/x3 | Slashing | — | Large | 25 lb. | 15 | — | |
Flail, dire*‡ | 1d8/1d8 | 20 | Bludgeoning | — | Large | 20 lb. | 15 | — | |
Hammer, gnome hooked*‡ | 1d6/1d4 | x3/x4* | Bludgeoning, Piercing | — | Med. | 6 lb. | 15 | — | |
Khopesh* | 1d8 | 19–20 | Slashing | — | Med. | 12 lb. | 11 | — | |
Nekode* | 1d4 | 20 | Piercing | — | Tiny | 2 lb. | 8 | — | |
Ninja-to* | 1d6 | 19–20 | Slashing | — | Small | 3 lb. | 10 | — | |
Scourge* | 1d8 | 20 | Slashing | — | Med. | 2 lb. | 6 | — | |
Shikomi-zue | 1d8 | 20/x3 | Piercing | — | Large | 5 lb. | 12 | — | |
Sword, bastard* | 1d10 | 19–20 | Slashing | — | Med. | 10 lb. | 15 | — | |
Sword, two-bladed*‡ | 1d8/1d8 | 19–20 | Slashing | — | Large | 15 lb. | 16 | — | |
Urgosh, dwarven*‡ | 1d8/1d6 | 20/x3 | Slashing, Piercing | — | Large | 15 lb. | 15 | — | |
Waraxe, dwarven* | 1d10 | 20/x3 | Slashing | — | Med. | 15 lb. | 15 | — | |
War fan* | 1d6 | 20/x3 | Slashing | — | Small | 3 lb. | 12 | — | |
*See the description of this weapon for special rules. |
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, as if you were wielding a one-handed weapon and a light weapon A creature using a double weapon in one hand, such as an ogre using an orc double axe, can’t use it as a double weapon.
BattleaxeThe battleaxe has a large metal head and is popular with cultists and others who like to leave big, bloody wounds.
Club, SpikedAlso called a morningstar, this simple weapon combines the impact of a club with the piercing force of spikes.
CutlassThe cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 equipment bonus on any checks to resist being disarmed.
Dagger, PunchingAlso called a katar, the punching dagger puts the full force of the wielder’s punch behind it, making it capable of deadly strikes.
FalchionThis sword, which is essentially a two-handed scimitar, has a curve that gives it a keener edge.
Flail, DireA 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, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand can’t use it as a double weapon.
With a dire flail, you gain 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).
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.
Flail, Light and HeavyWith a 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 flail to avoid being tripped.
GauntletThese metal gloves protect your hands and let you deal lethal damage with unarmed strikes rather than nonlethal 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 archaic armors (except breastplates) come with gauntlets.
Gauntlet, SpikedYour 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 that deals lethal damage.
GlaiveA glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
GreataxeThis big, heavy axe is a favorite of large Shadow creatures or anybody else who wants the capability to deal out incredible damage.
GreatclubA greatclub is a two-handed version of a regular club.
GreatswordThis huge sword, including the Scottish claymore, can deal tremendous damage in the right hands.
GuisarmeA guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against adjacent foes. Because of the guisarme’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attack, you can drop the guisarme to avoid being tripped.
HalberdHalberds are extremely rare outside of ceremonial functions or museums, although some Shadow creatures wield them. Normally, you strike 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, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome HookedA 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, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can’t use it as a double weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (x3 crit). Its hook is a piercing weapon that deals 1d4 points of damage (x4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.
Ketch-All PoleA ketch-all pole is designed to capture opponents with a minimum of harm. A wielder who hits an opponent with a ketchall 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 ketchall pole can attempt to pull his target to the ground (the equivalent of a trip attack, though no attack roll is necessary).
The ketch-all pole has reach and cannot be used against adjacent opponents. A ketch-all pole can only be used against opponents within one size category of the wielder.
KhopeshThis bizarre sword is popular with cultists of Egyptian gods. 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 hooklike blade.
Lance, Heavy and LightA lance deals double damage when used from the back of a charging mount or vehicle (like a motorcycle or bicycle). A heavy lance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Light lances are primarily for Small riders.
MaulBigger than a sledgehammer, the maul is a two-handed warhammer of enormous size. Ogres and other brutes favor it.
NaginataA naginata is a finely crafted Japanese polearm. A naginata has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
NekodeA nekode is a strap or glove fitted with spikes in the palm, favored as both a weapon and a climbing tool by ninja. Your opponent cannot use a disarm action to disarm you of a nekode. An attack with a nekode is considered an armed attack. Using a pair of nekodes while climbing gives a +1 equipment bonus on Climb checks. This bonus does not stack with the +2 bonus provided by a climber’s kit. The bagh nakh (“tiger’s claws”) is similar to the nekode, but wielded more like brass knuckles. Its statistics are the same, but it does not give a bonus on Climb checks.
Ninja-toThe ninja-to—a short, straight sword similar to a wakizashi —is the standard sword of the ninja. True to a ninja’s 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).
PickA pick is designed to concentrate its force on a small, penetrating point. It is a small, one-handed instrument that includes rock cutting picks and picks designed for combat.
PickaxeThis is a heavy, two-handed tool commonly used for mining and digging dirt. The version listed here is strengthened for martial use. Quarterstaff
You can strike with either end of a quarterstaff, allowing you to take full advantage of openings in your opponent’s defenses. 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 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 quarterstaff, can’t use it as a double weapon.
RanseurThis curious-looking polearm has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. With a ranseur, you get a +2 bonus on your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
SaberThe saber is a long, heavy sword specialized for use in mounted combat. You gain a +1 equipment bonus on your attack rolls when you use a saber while mounted (horse or a vehicle such as a motorcycle).
ScourgeA scourge is a multitailed, barbed whip. The scourge is often dipped in a poison delivered via injury. 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 foe). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the scourge to avoid being tripped.
ScimitarA curved sword. The curve on this blade makes the weapon’s edge effectively sharper.
ScytheThe scythe can be a powerful weapon in the right hands. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
SickleThis weapon is like a farmer’s sickle, but it is strengthened for use as a weapon.
Shikomi-zueThis ninja weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit), and can be used as a double weapon. With the blade out, it has the statistics shown on Table: Melee Weapons.
ShortspearA smaller spear that can be thrown.
Sword, BastardA bastard sword is too large to use in one hand without special training, thus it is an exotic weapon. A Medium 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, ShortThis sword is popular with heroes for its concealability.
Sword, Two-BladedA 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 as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can’t use it as a double weapon.
TridentThis three-tined piercing weapon can be thrown just as a shortspear can be, but its range increment is shorter because it’s not as aerodynamic. Scuba divers and aquatic Shadow creatures make use of tridents.
rgosh, DwarvenA 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 as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can’t use it as a double weapon.
The urgrosh’s 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 head. The other is the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that does damage. An urgrosh is also called a spear-axe.
WakizashiThe wakizashi is a Japanese masterwork short sword, granting a +1 bonus on your attack rolls. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.
A samurai’s wakizashi is part of a matched pair with his katana, and—like the katana—is an important part of his honor. Its most prominent use is in the suicide ritual called seppuku.
Waraxe, DwarvenA 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.
WarhammerThis is a one-handed sledge with a large, heavy head. It includes large work hammers such as those that can be found around construction sites.
War FanThis weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent’s Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round’s attack(s).