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Exotic Weapon Proficiency Nonproliferation Treaty 3.5 Anon’s answer to the proliferation of Exotic Weapon Proficiencies!

It is my belief that Exotic Weapon Proficiencies are a blight upon the game. They require too much investment for minimal if any reward, and often the exotic weapons they would be “rewarding” the player with the ability to use will have additional overhead, such as skill requirements, and they will often be more expensive than more traditional Martial weapons.

This document is my attempt to correct that. All existing Exotic Weapons will be refiled as either Simple or Martial, and, if I believe they warrant some additional requirement, it will be listed. If the user does not meet the requirements, which may well be as simple as a stat requirement, they suffer the standard -4 nonproficiency penalty if they attempt to use the weapon.

Note: In a lot of cases, a lot of the weapons which would be desirable for a specific type of character (For example: a big, beefy barbarian would want a really heavy hammer to smsash things,) have only stat requirements which would be pretty simple for that type of character to meet without any additional effort. This is by design.​

Note: Many powerful weapons, particularly crossbow type weapons and other weapons which you can use more or less like a firearm (including actual firearms), have been reclassified as Simple. ​This is also by design.​ Historically speaking, these weapons came to dominate battlefields not because they were more devastating than a well-drilled group of pikemen hiding behind a shield wall, or cavalry on the charge (although in some cases, such as the heavy, near-siege versions, that could be true as well,) but because any half-wit could be drilled to use one in about a month’s time, or IOW the basic training that would take a peasant from not-a-fighter to a guy with a Simple Weapon Proficiency. Does it give people without MWP more options? Yes. Is anything stopping someone with an MWP from arming themselves with one of these? No.

Important Notes Bastard Weapon Boomerangs Bone Weapons (and other primitive materials) Disposable Thrown Weapon (and ammunition) Double Weapons and Dual-Wielding Entangling Weapon Finesse Weapon Grappling and Garroting Grapple check Starting a Grapple or Garroting Maintaining a Garrote Attack While you’re Being Garroted Impaling Weapon Intercepting Weapon Monk Weapon Reach Weapon Rope Weapon Scatter Trailing Ropes Exotics Core Exotic Weapons Complete Adventurer Exotics Exotics ’s Guide Exotics Asian Weapons Renaissance Weapons Modern Weapons Future Weapons Dragon Compendium Exotics Exotic Weapons Exotic Weapons Exotics Exotic Weapons Exotic Weapons Exotic Weapons Sandstorm Exotic Weapons Exotic Weapons Exotic Weapons

Important Notes Here I will attempt to condense some of the important notes (which may include houserules I would heartily endorse, beware!) that keep coming up again and again in this document. Often, this will be an attempt to condense weapon entries, by deleting extraneous/often repeated text (the books are a​wful ​about this, especially for double weapons,) and mentioning them here instead.

Bastard Weapon Bastard Weapons (so named for the original and most common, the Bastard Sword,) are hand-and-a-half swords. Anyone may use one two-handed at no penalty, and may use one one-handed if they are mighty enough. Most bastard weapons require a specific measure of both muscle and control to use one handed: Strength 15 and Dexterity 13. Bastard weapons may differ in their requirements, however, and this will be noted in the weapon description.

Boomerangs Boomerangs are designed to return to the thrower if they don’t impact a target. They usually require the user have a Dexterity score of 13 for this to happen, but some complex, exotic boomerangs may have a higher Dexterity score requirement for the boomerang return. Boomerangs do n​ot ​return if they strike their target, instead they simply fall to the ground in the target’s square, or stick into it, in certain cases. (The Returning weapon enchantment obviously overrides this.) When a Boomerang returns, the person who threw it must succeed on a Ranged Attack roll (using the boomerang’s modifiers, if any,) vs. AC 10. Fail and the boomerang s​catters​ and lands within 1d2 squares of the thrower in the indicated direction.

Bone Weapons (and other primitive materials) A lot of primitive weapons (including especially many of the weapons from ​Frostburn,​) are made from bone, wood, sinew, stone, and other such naturally-available materials (which are being lumped together as “bone” here). Bone is perfectly capable of inflicting t​errible ​wounds, but it has an unfortunate fragility to it.

Every time a character using a bone weapon deals more damage than the weapon’s normal maximum according to its damage dice (including, but not limited to, the results of a Strength score bonus to damage, the Power Attack feat, or a critical hit, but specifically e​xcluding ​any bonus damage from the Backstab class feature or similar features,) the character must make a Reflex save (DC 10 + the damage dealt by the attack,) or the weapon b​reaks ​and becomes useless.

Masterwork-quality bone weapons bestow a +5 bonus to the character’s Reflex Save to avoid this fate. Barbarians and other members of primitive tribes also gain a +5 bonus to their Reflex Save to avoid their weapons suffering this fate, which stacks with the +5 bonus from a Masterwork-quality weapon. Magical ones (including those suffused by temporary enchantments; any temporary enchantment,) likewise do not risk destruction at the hands of their user.

Additionally, if you have an example of such a weapon, a good design of it, or a good memory and a good ability at description, you can simply have a weaponsmith in a more civilized land craft the weapon out of steel (or other materials, if you so please.) Steel weapons are 33% heavier than their bone counterpart. Such steel weapons are also going to be expensive, since they are often going to be mimicking the elaborate design of nature creature’s body parts; increase the cost by five times, as a baseline, unless otherwise noted.

If a weapon is made of bone and falls victim to this rule, it will be noted explicitly in its description below. Only weapons which actually contact the target (IE, melee weapons,) are subject to this risk.

Note that this works in reverse for other weapons - you could theoretically find more primitive versions of standard weapons that are lighter than the typical examples and risk being broken. (For example, a bone battleaxe.) These weapons are 25% lighter than standard, but no less expensive.

Disposable Thrown Weapon (and ammunition) A disposable thrown weapon, although a thrown weapon, are treated as a​mmunition ​for most intents and purposes (everything except the method of attack, really). Specifically, they are generally destroyed or rendered useless if they hit, and have a 50% chance of being destroyed or lost if the shot misses.

They also cost only 6 GP to make a stack (a single purchase, typically 10) masterwork, and enchant in batches of 50.

Double Weapons and Dual-Wielding Double weapons are a class of weapons with which you may strike with both ends, such as a quarterstaff, or an orcish double axe. You may wield a double weapon in one hand, if for some reason you feel the need to do so. If you do so, you may only strike with one end of the head in a round, but you may choose to strike with either end as you see fit. A double weapon is enchanted only once, with the enchantment applying to strikes with either head.

When wielding a double weapon in both hands, you may fight as if wielding two weapons, but you incur the normal attack penalties associated with f​ighting with two weapons ​as though you were wielding a one-handed weapon and a light weapon.

Specifically, absent feats which improve two-weapon fighting, you may attack with both ends of the weapon any time you make a Full Attack. The attacks with the head of the weapon you designate as the primary head* suffer a -4 penalty, and the attacks with the second head (including the last attack, which is made at your full attack bonus minus this penalty,) suffer a -8 penalty.

If you have the Two-Weapon Fighting feat, attacks with the primary head* suffer a -2 penalty, and attacks with the second head suffer a -2 penalty.

If you have the Improved Two-Weapon Fighting feat, you get an additional attack with the second head in a Full Attack at a -7 penalty.

If you have the Greater Two-Weapon Fighting feat, you gain an a​dditional ​attack with the second head in a Full Attack, at a -12 penalty.

Dual-Wielding uses the same numbers if your off-hand weapon is Light. If it is not, the numbers change as follow:

No Two-Weapon Fighting: -6 Primary Strikes*, -10 Off-hand Two-Weapon Fighting: -4 Primary Strikes*, -4 Off-Hand Improved Two-Weapon Fighting: -4 Primary Strikes*, -4 Off-Hand, -9 Off-Hand. Greater Two-Weapon Fighting: -4 Primary Strikes*, -4 Off-Hand, -9 Off-Hand, -14 Off-Hand

* Your primary weapon is the one in your dominant hand. (Monks and other ambidextrous characters may make an attack with any weapon at their disposal and designate it the dominant weapon, but their other attacks will still be considered off-hand in that round.) Characters gain additional attacks (at a big penalty,) for having a high BAB. The penalty for two-weapon fighting is applied to all of these attacks.

Entangling Weapon An Entangling weapon is one which traps a character’s body and confines it, restricting movement and thus degrading combat effectiveness. Nets and lassos are examples of these weapons. A tangled character takes a -2 penalty on attack rolls and -4 penalty to their Dexterity score. Typically the creature’s speed is reduced to half and it may not run; specific exceptions will be noted. If the entangled creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. An entangled creature can usually wriggle free with a DC 20 Escape Artist check, or they may attempt to burst the material binding them with brute force, or to destroy it with armed attacks - specific Strength check DCs and HPs will be called out in the weapon’s description. Entangling weapons are usually, but not always, equipped with Trailing Ropes. An entangled character can be controlled by the character controlling the rope.

Finesse Weapon A Finesse weapon is a weapon which may be used with the W​ eapon Finesse ​feat, even if it is not a Light Weapon for you. The Weapon Finesse feat allows the user to add their Dexterity modifier instead of their Strength modifier, but applies the armor check penalty of any carried shields to attack rolls made with the Dexterity modifier.

Grappling and Garroting A garrote attack is a variant form of G​ rappling​, and indeed you make several Grapple checks in the process of garroting someone (or being garotted,) but has enough differences that I’m going to reproduce the steps of Grappling below, and call out the points at which they differ.

Grapple check Grapple checks remain the sum of your BAB + Strength Modifier + Special Size Modifier + Weapon Attack Bonus if applicable. If you have the I​mproved Grapple ​feat, you add +4 to all your Grapple checks under any circumstances.

Special Size Modifier The Special Size Modifier for a Grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminuitive -12, Fine -16.

Starting a Grapple or Garroting To start a grapple, you need to close with and hold your target. This requires a successful melee attack roll. You may try again if you are entitled to multiple attacks in a round.

Step 1: Attack of Opportunity Attempting to grapple or garrote a target provokes an attack of opportunity. If the attack of opportunity deals damage, the attempt fails. If you have the I​mproved Grapple ​feat, you do not provoke an attack of opportunity when initiating either a Grapple or a Garroting.

If you are attempting to Grapple, proceed to Step 2A. If you are attempting to Garrote, proceed to Step 2B.

Step 2a: Grabbing the Target If you are attempting to Grapple, you must make a melee t​ouch attack​ to grab the target. If you fail, the grapple attempt fails. If you succeed, proceed to Step 3.

Step 2B: Getting the Garrote in Place You must loop the weapon into place over your opponent’s head and seat it at their throat. You must be able to reach the target’s head, which typically requires your target be no greater than one size category larger than you, though circumstances may permit a garroting attempt on larger creatures (for example, if it is prone/sitting down, if you are dropping onto it from above or are clinging to its back.) Under no circumstances may you garrote a creature whose neck is too large for your garrote and arms combined to go all the way around its throat!

Getting a garrote into place requires a modified melee t​ouch attack​. Some of the target’s armor bonus m​ ay apply, since you are not simply attempting to grapple them and hold them, but to dig a cord, wire, or rope into the soft flesh of their throat, which may be protected.

This requires some DM adjudication here. Obviously, any Armor bonus which applies to Touch attacks apply as well. Natural Armor (including that granted by magic,) always applies in full. Magical Armor bonuses which are in the form of a body-encompassing field of energy, such as a Mage Armor spell, apply in full. Armor which leaves the neck exposed offers no protection. If the armor features a throat covering, such a padded scarf, a chainmail coif, or a gorget, it offers half its normal protection, to a minimum of 1 point of armor. Some particularly paranoid individuals purchase the gorget from heavy armor sets just to guard themselves against garroting and debris, at a cost of 15% of the cost of that armor. This does not meaningfully affect their armor class in any other way, nor does it affect their Arcane Spell Failure chance nor impose an Armor Check or Maximum Dexterity Bonus penalty. Such items may be enchanted as objects which occupy the Neck slot.

Enhancement bonuses to armor apply in full to the throat covering. An individually-purchased gorget may be enchanted as armor, and its enhancement bonus applies only to garroting attacks. Such enchantment must be applied independently of any neck-slot item enchantments.

As a short list, here is a quick table listing the SRD armor types and how much armor they apply to garroting.

Armor Type AC Bonus against Garroting

Natural Armor Full protection

Padded 0 or 1

Leather 0 or1

Studded Leather 0 or 1

Chain shirt 0 or 2

Hide 1

Scale mail 2

Chainmail 2

Breastplate 0 or 2

Splint Mail 3

Banded Mail 3

Half-Plate 4

Full Plate 4

Shields None

If you fail to hit with your modified melee touch attack, your garrote attack fails. If you are entitled to multiple attacks in a round, you can attempt to place the garrote multiple times. If you succeed, proceed to Step 3.

Step 3: Hold or Strangle Make an opposed grapple check as a free action. In case of a tie, the combatant with the higher grapple check modifier wins. If this is also tied, roll again, and again as necessary, until the tie is broken.

If you fail, you fail to deal damage and initiate grappling or strangling. If your target is two or more size categories larger than you, you automatically fail to Hold, but not to Strangle.

If you succeed, you and your target are now ​grappling,​ and you are possibly strangling the target. You deal damage to the target according to what you are grappling or strangling with if you succeed. If you are grappling with a weapon (such as locking a quarterstaff around an enemy’s body) or strangling, you deal 1 1/2 STR bonus to the target. (If you are grappling bare-handed, you only add your STR bonus.) You may choose not to deal damage if you are grappling, but it is compulsory if you are strangling. Proceed to step 4.

Grappling Consequences While you are grappling, you threaten no squares, lose your Dexterity bonus to AC against everyone you aren’t grappling with, and cannot move without succeeding on an opposed grapple check.

Step 4: Move In To maintain a grapple or strangulation, you you must move into the target’s space. This movement is free and doesn’t count as part of your movement in the ground, but provokes attacks of opportunities from enemies who threaten you, other than the target you are grappling with or strangling.

If you are unable to move into the target’s square, you cannot maintain the grapple and must let go.

If you are Grappling, proceed to i​f you’re Grappling.​ If you’re strangling a target, proceed below.

Maintaining a Garrote Attack Once you have a garrote in place, have won the grapple check, and have moved into your opponent's space, you can continue to deal garrote damage with successful grapple checks as often as you are entitled to attempt them. If you can make multiple attacks in a round, you can use them to attempt grapple checks to deal damage. The garrote remains in place until you release your opponent or until it escapes your hold. You may also choose to make a grapple check to shift from strangling your target to traditionally grappling with them at any time you please.

Unless you used a locking garrote to make your attack, you and your opponent are considered grappled while you maintain the attack. You cannot attempt to pin your opponent during your garrote attack, nor can you attack with another weapon.

While you’re Being Garroted Being garroted is just like being grappled, except that you take considerably more damage. You can attempt to escape the garrote by making a successful grapple check on your turn. You can also attack with a light weapon. Spellcasting is difficult, since you cannot use any verbal or somatic components. You may cast spells requiring only material components or focuses if you already have them in hand. If the spell is one that you can cast while being strangled, you must still make a Concentration check (DC 20 + spell level) to avoid losing it.

Cutting a garrote from your own throat is possible, but difficult. When buried in your neck, the garrote is AC 21. In addition, you take a -4 penalty on your attack, since you must try to avoid cutting your own neck. You cannot use the disarm action against an attacker who has a garrote wrapped around your neck.

Impaling Weapon Impaling weapons are invariably Piercing weapons which, through barbs or spikes or hooks built cleverly into the business end, become firmly stuck in the target if the target fails a Reflex Save with a DC equal to 10 + the damage dealt.

An impaled target is reduced to half speed and cannot charge unless they are two size categories larger than the weapon which impales them. If they do so, they take additional damage equal to the damage the weapon dealt when it went in, and there is a 25% chance the weapon is ripped out by the exertions (dealing additional damage equal to the damage the weapon dealt going on.)

A target who is impaled and has two free hands may grasp the weapon and rip it out of themselves, as a full-round action that provokes an attack of opportunity. This deals additional damage equal to the damage the weapon dealt going on. (Victims one or more size larger than the weapon which impales them may use one hand at no penalty. Characters smaller than that may use one hand, but they must succeed on a STR check of DC 10 at a -2 penalty.)

In all cases, additional damage dealt by Impaling Weapons does not include damage bonuses from Backstab or Backstab-like effects, but does include additional damage from weapon enchantments, such as the basic enhancement bonuses, or flaming properties. Additionally, a character impaled by a weapon with an elemental damage effect (such as Icy,) takes the weapon’s elemental damage every round, even if they do nothing that would aggravate the damage (but they do not take twice the elemental damage if they do something that would, like running or ripping out the weapon. Elemental damage from such sources for an impaled weapon only strikes once per round.)

A character trained in Healing, whether the victim or someone else, may remove the offending weapon with a Heal check of DC 15 + the Enhancement bonus of the weapon.

Impaling Weapons are often fitted with t​railing ropes​. Even if not, however, if the victim was impaled at melee range, the character who made the attack may choose to retain their hold on the weapon and control the target at melee range, as if using a trailing rope that only had the range of their arms and the weapon.

If the victim was impaled with a melee weapon, the impaler is entitled to make an immediate Trip attempt. If they fail the trip attempt, they may release the weapon in lieu of being forced off their own feet.

If a character is in control of an impaling weapon, either through a trailing rope or the haft, they may, as a full round action that provokes an attack of opportunity (but n​ot ​from the impaled target, even if it is armed and in melee range,) rip the weapon free, dealing damage equal to that the weapon dealt going in. The victim, if it has arms, may contest this with an opposed Strength check, if they seize the weapon’s haft with both hands. If they are unwilling or unable to use both hands, they suffer a -2 penalty.

If the impaled victim has no arms they can free up, or fails the opposed check, they may instead move towards the controlling target to delay this fate, if they have rope and ground to surrender. If they are already in melee range, cannot move or cannot move far enough, or are unwilling to give up ground, the impaling weapon is ripped out, dealing damage equal to that it dealt going in.

Intercepting Weapon Intercepting weapons are typically long, pointy-ended weapons that may be used against a Charging creature. To use an intercepting weapon, a character must use a ready action to set themselves against charges. For the rest of the turn, if a creature charges at him, or anyone adjacent to him, or makes a double-move or faster movement through his threatened squares, he may use his interception to attack them.

Again an intercepted charge, the weapon deals its damage and makes its attack roll using the intercepted character’s STR mod (or their mount’s,) instead of the wielder’s, if the intercepted character’s STR mod is greater. It also gains the +2 bonus on the attack roll from the charge. The attack also deals double damage. Remember that when stacking effects that multiply damage, including readied weapons intercepting a charge and critical hits, the multiplication is additive, not multiplicative. Subtract one from the multiplication factor of all cumulative effects, add one, and then multiply the attack by that much. For example, if you intercept a charge with a polearm that has an x3 critical modifier, you deal x4 damage, not x6.

In the case of charging onto an intercepting polearm, a large size is a curse, not a blessing; increase the charging target’s effective STR by +4 for every size category above Medium that it is. (Reduce it by -2 for every size category below Medium, but remember that the intercepting character may simply use his own STR mod if it will be greater than the incoming target’s STR.) This only applies to the struck target; if you intercept a man on a horse and aim the attack at the man, you use the horse’s STR mod, but don’t increase its effective STR by +4. If you hit the horse, you increase the STR by +4.

Riders of mounts must make their Handle Animal checks at a -20 penalty to evade a polearm set to receive their charge, and even if they succeed, they must abort the attack. Characters who are struck by an interception automatically abort their attack, ending their movement in the square where they were struck. Struck mounts, with relatively low hit points, are likely to be killed or at least put below 0 HP by such an attack, causing them to collapse and throwing the rider - if they’re lucky. If not, they may wind up pinned under hundreds of pounds of animal. The only way to complete a charge attack against a readied polearm is for the defender to miss.

Unless otherwise specified, if an intercepting weapon can deal the player’s choice of damage types, when receiving a charge, the Piercing head of the weapon m​ ust ​be used, even if its base damage is inferior to the other options. You may still choose to swing the other head at the offending incoming target if you wish, but they do n​ot ​increase damage for receiving a charge, nor do they force the attacker to stop their attack.

Monk Weapon Monk Weapon is a special designation applicable to some weapons. Monks are automatically proficient with Monk Weapons, even if they would be Martial weapons for other classes. A Monk may use a Monk Weapon as any part of a F​lurry of Blows,​ and may use unarmed attacks and any monk weapons interchangeably.

A Monk may treat a Monk Weapon as both an unarmed strike and what it actually is simultaneously for the purposes of inheriting traits applicable to their unarmed strikes, including using the better of the weapon base damage or their natural enhanced unarmed strike damage, applying the effects of Ki Strike to armed attacks with the weapon, and whether or not the weapon may be used with the Weapon Finesse feat (Thus, a Monk may use Monk weapons with the Weapon Finesse feat, but other characters may not unless it is otherwise a light weapon). A Monk may not treat a Monk Weapon as an unarmed strike for the purposes of special attack types she gains access to that require the use of an unarmed strike, such as Improved Grapple or Stunning Fist, but this is seldom a problem for a monk.

Note that Flurry of Blows is n​ot ​compatible with non-Flurry of Blows Two-Weapon Fighting, not even when dual-wielding monk weapons or wielding a Monk Double Weapon. A Monk might launch a normal Two-Weapon Fighting routine, or Flurry, but cannot add the bonus attacks from two-weapon fighting (or Improved/Greater Two-Weapon Fighting) to her Flurry of Blows.

Reach Weapon A Reach weapon is one that is dangerous at an extended range, past the melee range of the character. The default assumption of a reach weapon is that it is being wielded by a medium or small character - characters who occupy one square and whose standard melee reach is one square adjacent to themselves.

Unless otherwise noted in the weapon description, Reach weapons can strike all squares 10 feet away from a character wielding them, but cannot strike any squares inside the range of this threatened area. In effect, a character with a Reach weapon threatens one ring of squares away, in exchange for not threatening the squares immediately around them. Some Reach weapons may be used against adjacent characters, but of those that do, using them to do so typically (though not always; exceptions will be listed in the weapon description,) provoke an attack of opportunity when they are used to make an attack, like a ranged weapon.

If you are mounted on a horse or other animal, or have a similar advantage of height, Reach weapons which deal Slashing or Bludgeoning damage may be brought to bear against adjacent targets, albeit at a -2 penalty to your attack roll.

Characters with a naturally long Reach still extend their reach with a melee weapon. Subtract 5 from the listed reach of the weapon (a 10-foot reach weapon is actually extending the reach of a character who normally has a 5-foot reach by 5 feet,) and add this amount to the end of the longer-reached character’s natural reach. The character is unable to wield the weapon in a radius around himself equal to the number of squares his natural reach was extended by, unless it is a weapon type (such as a whip,) which allows him to wield against adjacent targets.

Chart: Medium/Small character with 10-ft reach weapon. This example assumes the simplest Reach weapon, the exemplar; a Longspear. ☻ is the character wielding the weapon. ☠ are the squares he threatens.

☠ ☠ ☠ ☠ ☠

☠ ☠

☠ ☻ ☠

☠ ☠

☠ ☠ ☠ ☠ ☠

Chart: Large character with a 10-ft reach weapon. This example assumes the simplest Reach weapon, the exemplar; a Longspear. ☻ is the character wielding the weapon. ☠ are the squares he threatens.

☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠

☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠

☠ ☠ ☠ ☠

☠ ☠ ☻ ☻ ☠ ☠

☠ ☠ ☻ ☻ ☠ ☠

☠ ☠ ☠ ☠

☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠

☠ ☠ ☠ ☠ ☠ ☠ ☠ ☠

Rope Weapon Rope weapons are partially or fully composed of rope; examples are lassos and nets. The default assumption for these weapons is that they are fashioned from hempen rope.

Other forms of flexible object may be substituted instead, at an increased cost. Rope costs 1 GP per 50 feet and weighs 10 lbs per 50 feet, so to get the stats of a rope weapon fashioned from another object, simply multiply the cost by the following options, and adjust weight accordingly. It is assumed that for particularly durable yet heavy materials, like iron, the width of the chain links is being reduced to make them manageably heavy.

Silk Rope 10 GP/1 GP of hemp; 5 lbs/10 lbs of hemp. 4 HP/2 HP of hemp, STR check DC 24. Iron or Steel Chain: 150 GP /1 GP of hemp; 10 lbs/10 lbs of hemp. Hardness 10, 5 HP 5/2 HP of hemp, STR check DC 26. Mithril Chain: 500 GP/1 GP of hemp; 5 lbs/10 lbs of hemp. Hardness 15, 7 HP/2 HP of hemp, STR check DC 30. Adamantine Chain: 1,000 GP/1 GP of hemp; 10 lbs/10 lbs of hemp. Hardness 20, 10 HP/2 HP of hemp, STR check DC 34

Scatter Need to determine a random direction for whatever reason? (Maybe you threw a grenade and somehow missed a ranged touch attack against AC 5?) Roll 1d8 and consult the following chart. The bullseye in the middle ( ◎ ) is the square from which the scatter originates.

4 5 6

3 ◎ 7

2 1 8

Trailing Ropes Many weapons - including, but not limited to, nets, lassos, and harpoons - are manufactured with trailing ropes. The default size of the trailing rope will be listed in the weapon’s entry, but there is absolutely nothing stopping you from affixing a trailing rope made of different material (for example, a silk rope, or a mithril chain,) or of a different length (or both.) Adjust any of the relevant statistics (the distance the creature so-controlled may move, the hardness of the chain and its Strength Check required to break free of, etc.) accordingly.

When you have impaled or entangled a character with a weapon fitted with a trailing rope and are in control of them, you and they make opposed strength checks if either party attempts to move. Making opposed Strength checks for control of trailing ropes add (or subtract) a creature’s S​pecial Size Modifier.​ If the result is a tie, a tug-of-war results and neither character moves.

If the controlling character attempts to move and wins the opposed check, the controlled character is forced to move with them, expending movement from their next round’s movement. If the controlling character attempts to move and fails the opposed check, they don’t go anywhere. If the target is affixed by an impaling weapon, fails the opposed strength check, and is absolutely unwilling (or unable) to move, they may accept (or have no choice but to accept) the weapon being ripped out of them (dealing as much damage as it dealt going in) and stand their ground.

If the controlled character attempts to move and wins the opposed check, the controller may choose to release the rope (unless it is bodily affixed to themselves or their mount, in which case they have no choice and must move,) or may move with the controlling character, expending movement from their next turn’s movement. If the controlled character is affixed by an impaling weapon, fails the opposed strength check, and is absolutely adamant about moving, they may choose to move anyway by accepting the weapon being ripped out of them (dealing as much damage as it dealt going in) and move anyway.

If either party is forced to move farther than their base land speed, they must make a Balance check (DC 20) to expend running movement. If they fail that check, or if they are forced to move further than their Running land speed, what happens is based on the type of weapon.

If the target is impaled and is the party being forced off their feet, the weapon is ripped out of them and they drop prone in the square where it happened.

If the target is entangled, or if the party who is being pulled is the controller, they are either pulled prone and dragged, or (if they are the controlling party and the rope is not physically affixed to their person,) they must relinquish the rope.

The GM should decide how harmful being dragged is, based on the ground over which you are riding, but it should be very rough indeed. As a rule of thumb, over ordinary terrain, the target should be subjected to 1d3 damage for every square they are dragged over after they are pulled off their feet and knocked prone. Targets are pulled off their feet after your mount has forced them to travel farther than their maximum possible Running distance.

You may also affix a trailing rope to something, instead of holding it in your hands. Affixing a rope in such a manner requires a full round action, so it is wise to do this ahead of time, or to have someone else affix the very end of the rope to something in your square, whilst you control it. Among people who use these weapons whilst mounted, affixing the trailing rope to their mounts, either by tying a loop over a projection from their saddle, or affixing it in any other way, is a common technique. You may also affix the rope to your own person, for example, tying it around your chest.

Whilst so affixed to a creature, the creature retains full freedom of motion; for instance, you may draw and use another weapon freely. If you affixed the rope to your mount, it makes any opposed Strength checks in place of you, using its Strength score, and any appropriate Size and Stability modifiers. For example, a Heavy Warhorse would be making such opposed Strength checks with a bonus of +12 - +4 for its Strength score of 18, +4 for being Large, and +4 for being quadrupedal.

Trailing ropes may also be affixed to inanimate objects, such as trees, posts, wagons, ships, and boats. In this case, the subject so ensnared/impaled may not travel beyond the maximum range of the rope unless they break the rope, or succeed on an appropriate strength check to move the object in question, whichever has a lower STR check requirement, or (if impaled) accept the damage of ripping the weapon out of themselves as they move. Mobile inanimate objects, such as boats, may be pulled, if the affixed target is strong enough.

Book of Exalted Deeds Exotics Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Two-Handed Melee

Entangling Pole ​​⇒ Martial 4 1d4 x2 5 Piercing

Grasping Pole ​​♧⇒ Martial 8 1d4 x2 8 Bludgeoning

Ranged

Lasso Martial 1 10 3 £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Entangling Pole The entangling pole is a highly specialized weapon, used to catch and entangle an opponent without causing great harm. It is normally used to hook and catch the clothing of an opponent. When you use an entangling pole in this way, you make a grapple attack without provoking an attack of opportunity. You make a melee touch attack with the weapon to “grab” the target’s clothing. This attack does not work against a character in heavy armor (or whom is naked or nearly so,) or against most monsters and animals that do not wear clothing, though it does work against unclad creatures with shaggy fur. If the touch attack is successful, you make an opposed grapple check with a +2 bonus. If you win the opposed check, you have a hold on the target, but you do not deal any damage. If you lose, you fail to start the grapple. To maintain the grapple, you do not need to move into your opponent’s space. The entangling pole holds your opponent 10 feet away from you. While you maintain the grapple, you do not have the option to damage or pin your opponent. Your opponent can try to escape or wriggle free, attack with a light weapon, or cast a spell with no somatic components and a casting time of 1 standard action. An entangling pole can also be used as a normal weapon, dealing the listed damage, but not entangling. An entangling pole has r​each.​ Any Enhancement bonus to the Entangling Pole applies to grapple checks made with it.

SUGGESTION:​ Do Nothing.

Grasping Pole Grasping pole is another name for the M​ ancatcher​.

Lasso A lasso is an E​ntangling ​R​ope Weapon ​typically made of hemp, that deals no damage, and entangles only parts of an opponent’s body. A lasso’s maximum range is the length of the rope or chain used to fashion it -20 feet. Using a Lasso requires only a Ranged Touch Attack. When you entangle your opponent’s arms, they suffer the penalties of being entangled, except that their speed is not reduced, and they can still charge or run. A standard lasso fashioned from 50 foot of hemp has 2 HP, a range of 30 feet, and may be burst free from with a Strength check of DC 22. Alternatively, you can use a lasso to make trip attacks. If you are tripped during your own trip attempt, you can drop the lasso to avoid being tripped. If you succeed on the trip attack, you are thereafter controlling the creature. Their speed is halved, even if they regain their feet, and they may not run.

Characters with 5 or more ranks in Handle Animal or any Profession relating to the herding of large animals (such as rancher, cowpoke, or dairy farmer) are automatically proficient in the use of the lasso.

Core Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP) (Medium) (ft.) (lb.) £

Light Melee

Kama Simple 2 1d6 x2 2 Slashing

Nunchaku Simple 2 1d6 x2 2 Bludgeoning

Sai Simple 1 1d4 x2 10 1 Bludgeoning

Siangham Simple 3 1d6 x2 1 Piercing

One-Handed Melee

Sword, Bastard Martial 35 1d10 19-20/x2 6 Slashing

Waraxe, Dwarven Martial 30 1d10 x3 8 Slashing

Whip ​⇒ ♧ Martial 1 1d3 x2 2 Slashing

Two-Handed Melee

Axe, Double ​⇌ Martial 60 1d8 / 1d8 x3 15 Slashing

Chain, Spiked ​⇒ Martial 25 2d4 10 Piercing

Flail, Dire ​⇌ Martial 90 1d8 / 1d8 x2 10 Bludgeoning

Hammer, Gnome Martial 20 1d8 / 1d6 x3 / x4 6 Bludgeoning / Hooked ​⇌ Piercing

Sword, Two-Bladed ​⇌ Martial 100 1d8 / 1d8 19-20/x2 10 Slashing

Urgrosh, Dwarven ​⇌ Martial 50 1d8 / 1d6 x3 12 Slashing or Piercing

Ranged Bludgeoning

Bolas ​♧ Simple 5 1d4 x2 10 2 Piercing

Crossbow, Hand Simple 100 1d4 19-20/x2 30 2 Piercing

Crossbow, Repeating Simple 400 1d10 19-20/x2 120 12 Piercing Heavy

Crossbow, Repeating Simple 250 1d8 19-20/x2 80 6 Piercing Light

Net Simple 20 None N/A 10 6 Piercing Shuriken Simple 1 1d2 x2 10 .5 Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Axe, Orc Double An orc double axe is a ​d​ouble weapon.​ It is a pole with a double-bladed axe on each end.

SUGGESTION:​ Do nothing.

Bolas You can use this weapon to make a ranged ​t​rip​ attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas. If your ranged trip attack is successful, the bolas deal weapon damage to the target. Bolas are a M​ onk weapon,​ and in such hands they are often referred to as Meteor Hammers and used to strike in melee.

SUGGESTION:​ The user requires a Dexterity score of 15 to make proper use of Bolas.

Chain, Spiked A spiked chain has r​each,​ but it may be used against an adjacent foe, without provoking an attack of opportunity. You can make ​t​rip ​attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on opposed ​a​ttack rolls​ made to ​d​isarm ​an opponent (including the roll to avoid being disarmed if such an attempt fails). There is, however, the slight drawback in that the user must be very coordinated to make full of a spiked chain. You require a DEX score of 17 to make proper use of a spiked chain.

SUGGESTION:​ The user requires a Dexterity score of 17 to make proper use of a Spiked Chain.

Crossbow, Hand You can draw a hand crossbow back by hand. Loading a hand crossbow is a ​m​ ove action ​that provokes​ a​ttacks of opportunity.​ You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on ​a​ttack rolls​ as if attacking with two light weapons.

SUGGESTION:​ Do nothing.

Crossbow, Repeating Heavy The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a​ f​ree action)​. Loading a new case of 5 bolts is a ​f​ull-round action ​that provokes ​a​ttacks of opportunity.​ You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

SUGGESTION:​ Do Nothing. The cost vs. the standard version is sufficient.

Crossbow, Repeating Light The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a​ f​ree action)​. Loading a new case of 5 bolts is a ​f​ull-round action ​that provokes ​a​ttacks of opportunity.​ You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

SUGGESTION:​ Do Nothing. The cost vs. the standard version is sufficient.

Flail, Dire A dire flail is a ​d​ouble 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, just as if you were using a one-handed weapon and a light weapon. When using a dire flail, you get a +2 bonus on opposed ​a​ttack rolls ​made to ​d​isarm ​an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make ​t​rip​ attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

SUGGESTION:​ Do nothing.

Hammer, Gnome Hooked A gnome hooked hammer is a ​d​ouble weapon.​ The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the off hand weapon.

You can use a gnome hooked hammer to make ​t​rip ​attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.

SUGGESTION:​ Do nothing.

Kama The Kama is a M​ onk Weapon.​ You can use a kama to make ​t​rip ​attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

SUGGESTION:​ Do Nothing.

Net A net is a R​ope ​E​ntangling Weapon ​used to entangle enemies. When you throw a net, you make a ranged touch attack ​against your target. A net’s maximum throw range is 10 feet, but the trailing rope may be of any length you desire. An entangled creature can escape with a DC 20 ​E​scape Artist ​check (a​ f​ull-round action)​. Because of the redundancy of the netting, add +3 to the HP of the material used to fashion the net and +2 to the Strength check required to burst free. A standard net fashioned from hemp rope thus has 5HP and requires a DC 25 Strength check to burst free. A net is useful only against creatures within one size category of you. You may add fine fishing net as a liner to your capture net (at a cost of 4 GP and 5 lbs weight,) to make it effective against all creatures smaller than yourself, and increase the Escape Artist check required to escape to 22. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged ​t​ouch attack ​roll. After the net is unfolded, you take a -4 penalty on​ a​ttack rolls​ with it. It takes 2 rounds for a ​p​roficient ​user to fold a net and twice that long for a nonproficient one to do so.

SUGGESTION:​ Do nothing.

Nunchaku The nunchaku is a M​ onk Weapon.​ With a nunchaku, you get a +2 bonus on opposed ​a​ttack rolls​ made to ​d​isarm ​an enemy (including the roll to avoid being disarmed if such an attempt fails).

SUGGESTION:​ Do Nothing

Sai With a sai, you get a +4 bonus on opposed ​a​ttack rolls​ made to ​d​isarm ​an enemy (including the roll to avoid being disarmed if such an attempt fails). The sai is a M​ onk Weapon.​

SUGGESTION:​ Do Nothing

Shuriken A shuriken is a M​ onk Weapon.​ It cannot be used as a melee weapon (not even by Monks,) but it may be used for a Ranged Flurry. Shuriken are d​isposable thrown weapons​.

SUGGESTION:​ Do Nothing.

Siangham The siangham is a M​ onk Weapon.​

SUGGESTION: Do Nothing

Sword, Bastard A bastard sword is too large to use in one hand without great strength and dexterity. A Bastard Sword is obviously a b​astard weapon.​

SUGGESTION:​ Requiring STR 15 and DEX 13 to one-hand it without penalty should suffice.

Sword, Two-Bladed A two-bladed sword is a ​d​ouble weapon.​ It is a short pole with a sword blade at each end.

SUGGESTION:​ Do nothing.

Urgrosh, Dwarven A dwarven urgrosh is an i​ntercepting​ d​ouble 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. The other is the off-hand weapon.

SUGGESTION:​ Do nothing.

Waraxe, Dwarven A dwarven waraxe is a b​astard weapon ​too heavy to use in one hand without great stamina and strength. A character can use a dwarven waraxe two-handed as a ​m​ artial weapon​. To use it one-handed, she must possess CON 15 and STR 13.

A dwarf’s natural constitution and innate, stout construction gives them a natural affinity for this excessively heavy axe. A Dwarf proficient with martial weapons may always use it in one hand without penalty, even if she does not meet the stat requirements.

SUGGESTION:​ Requiring CON 15 and STR 13 or Dwarfhood to one-hand it without penalty should suffice.

Whip A whip deals ​n​onlethal damage.​ It deals no damage to any creature with an ​a​rmor bonus ​of +1 or higher or a natural armor bonus ​of +3 or higher, unless a critical hit is rolled. The whip is a F​inesse Weapon ​with 15-foot Reach ​and no minimum range, but does not threaten any squares. You can make ​t​rip ​attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed ​a​ttack rolls​ made to ​d​isarm ​an opponent (including the roll to keep from being disarmed if the attack fails).

SUGGESTION:​ Do nothing. Although the Whip enables a wide variety of special attacks, they all require feat investment of their own to make good use of and risk Attacks of Opportunity without that investment. Additionally, the weapon is entirely powerless to deal damage against most foes over ~CR 6.

Complete Adventurer Exotics Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Dagger, Barbed Simple 35 1d4 19-20 /x2 1 Piercing

Sword, Short, Martial 75 1d6 19-20 /x2 3 Piercing Broadblade

One-Handed Melee

Rapier, Quickblade Martial 75 1d6 18-20 /x2 3 Piercing

Two-Handed Melee

Longaxe ​​⇒ Martial 35 1d12 x3 15 Slashing

Longstaff Simple 15 1d6/1d6 x2 6 Bludgeoning £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Dagger, Barbed Barbed daggers, as their name implies, look like normal daggers with long barbs covering the blade. The design makes the weapon more difficult to wield properly than a normal dagger, but allows those skilled in the weapon’s use to deal more damage with a well-placed attack. Anyone may use it as an ordinary dagger, however. If you have 5 or more ranks in Sleight of Hand and use a barbed dagger, you gain a +2 bonus on damage rolls on any successful sneak attack made with the weapon, twisting it in the wound. This bonus also applies (and is therefore doubled,) on successful critical hits with the weapon. (Critical backstabs deal +6 damage, one doubled +2 applied to the critical hit, and the +2 applied to the backstab.) Characters may treat the Barbed Dagger as a dagger for the purpose of any feats that enhance Daggers.

SUGGESTION:​ Do nothing. The Barbed dagger has its own requirement already built in.

Longaxe A longaxe looks like a greataxe with an elongated haft, because that’s basically what it is. This makes it awkward to use for users who are not both mighty and coordinated, but those who can use it effectively can use the haft’s extra length to attack foes more than 5 feet away, as long as they are willing to forgo precision in favor of dealing extra damage. You can treat the Longaxe as a r​each weapon ​any time you use the Power Attack feat to shift 3 or more points of your attack bonus from attack to damage. Because you determine the use of the Power Attack feat for an entire turn, you must wield the longaxe as either a reach weapon or a normal weapon until the beginning of your next turn once you make the decision. You cannot wield it as both a reach and a normal weapon in the same turn. Characters may treat the Longaxe as a Greataxe for the purposes of any feats which enhance Greataxes.

SUGGESTION:​ Do nothing. The Longaxe has its own requirements (BAB 3+, Power Attack,) to use its special features built-in.

Longstaff As its name implies, the longstaff is a longer version of the quarterstaff. The extra length makes the weapon somewhat unwieldy, requiring a user who is strong, durable and agile to make the best use of its features. A user who is a Monk, or who has a STR, DEX and CON score of 13 each, may use a Longstaff to keep their foes at bay. While fighting defensively, employing the Total Defense combat maneuver, or using the Combat Expertise feat and shifting at least 2 points of your attack bonus into your armor class, you may not be flanked. The longstaff is a d​ouble ​m​ onk weapon​. Characters may treat the Longstaff as a quarterstaff for the purposes of any feats which enhance quarterstaves.

SUGGESTION:​ Requiring STR, DEX and CON of 13, or that the user be a Monk, to use its special features is enough.

Rapier, Quickblade Quickblade rapiers are f​inesse weapons​, longer and thinner than normal rapiers, with specially tapered blades and carefully balanced pommels that make them require a great deal of finesse to wield properly. A user who is skilled with this weapon, however, may more effectively disarm and feint in combat. Very few of these elegant weapons are less than Masterwork in quality. To be used effectively, the user must either have the Weapon Finesse feat, or DEX 15. Effective users gain a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if your attempt fails,) and a +2 circumstance bonus on Bluff checks made to feint in combat. The Quickblade rapier may not be wielded in two hands to apply 1 1/2 your STR modifier to damage. Characters proficient with the Quickblade Rapier may treat it as a rapier for the purposes of feats which directly enhance Rapiers.

SUGGESTION:​ Requiring either Weapon Finesse or DEX 15 to use it seems about right.

Sword, Short, Broadblade Broadblade Shortswords have a wider blade and crossguard than normal shortswords. They excel on the defensive, but the user who wishes to guard himself with one of these in his off-hand needs some expertise at doing so. If the user fights defensively or employs the total defense combat maneuver, or shifts at least 2 points of their attack bonus into their AC with the Combat Expertise feat, they gain an additional +2 dodge bonus to armor class. This benefit cannot be taken if the Broadblade Shortsword is wielded in the user’s off-hand unless they have the Two-Weapon Fighting feat. Characters may treat the Broadblade Shortsword as a Shortsword for the purposes of any feats which enhance Shortswords.

SUGGESTION:​ Requiring the user to either be ambidextrous or have the Two-Weapon Fighting feat to gain the defensive benefits if wielding in an off-hand should suffice, whilst still allowing main-hand users to benefit without any special investment.

Complete Warrior Exotics Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Buckler-axe, Dwarven Martial 20 1d6 x3 4 Slashing

Lightblade, Elven Martial 50 1d6 18-20 /x2 1 Piercing

Tortoise Blade, Gnome Martial 10 1d6 19-20 /x2 3 Piercing

One-Handed Melee Bludgeoning

Maul ​☠ Simple 15 1d12 x3 20 Bludgeoning

Pick, Dire Martial 30 1d8 x4 12 Piercing

Scourge Martial 20 1d8 x2 2 Slashing

Thinblade, Elven Martial 100 1d8 18-20 /x2 3 Piercing

Warmace ​☠ Simple 25 1d10 x2 10

Two-Handed Melee

Greatspear ​​⇒ Martial 25 2d6 x3 10 9 Piercing

Hammer, Double ​​⇌ Martial 70 1d8 / 1d8 x3 18 Bludgeoning

Lajatang ​​⇌ Martial 90 1d8 / 1d8 x2 7 Slashing

Mancatcher ​​♧⇒ Martial 20 1d4 x2 8 Bludgeoning

Poleaxe, Heavy ​​⇒ Martial 20 2d6 x3 15 Piercing or Slashing

Ranged

Blowgun, Greater Simple 15 1d3 x2 10 2 Piercing

Bolas, Barbed ​​☠ Simple 10 1d4 x2 10 3 Piercing and Bludgeoning

Boomerang ​​♧ Simple 10 1d4 x2 20 2 Bludgeoning

Greatbow Martial 150 1d10 x3 120 6 Piercing

Greatbow, Composite Martial 200 1d10 x3 130 6 Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​ ☠ I’ve unilaterally changed these weapons; details to follow in their specific descriptions.

Blowgun, Greater Like its smaller cousin (the Blowgun from the DMG/OA), the greater blowgun is often used to deliver poison. The darts it fires are larger than blowgun needles, but smaller than a thrown dart. These darts deal damage in addition to delivering poison. A greater blowgun requires two hands to use or reload. Loading a blowgun is a move action that provokes attacks of opportunity. A greater blowgun has a maximum range of five range increments. For the purposes of feats which specifically enhance blowguns, the greater blowgun is considered a blowgun.

SUGGESTION:​ Do nothing.

Bolas, Barbed This weapon is similar to a normal set of bolas, except that its weighted balls are studded with hooked barbs and thus deal lethal damage. Because the barbed bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of barbed bolas. For purposes of feats which enhance bolas, barbed bolas are considered bolas. Like regular Bolas, Barbed Bolas are M​ onk weapons,​ often referred to colorfully as Dagger Meteors.

SUGGESTION:​ Do nothing. NOTE:​ I added “and Bludgeoning” to the damage code.

Boomerang The b​oomerang ​is a curved throwing stick that returns to its thrower if it misses its target. The boomerang is, d​efinitionally,​ a B​oomerang.​

SUGGESTION:​ DEX 13 should suffice.

Buckler-axe, Dwarven At first glance the dwarven buckler-axe appears similar to a standard buckler, but this weapon has enlarged bladelike edges at its top and bottom, allowing the wielder to swing it like an axe. Thus, in addition to its obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed. To use it effectively as a weapon, the user must be proficient with using it as a shield. A dwarven buckler-axe grants its wielder a +1 shield bonus to Armor Class. As with any shield, when you attack with a dwarven buckler-axe, you do not get the shield bonus to your AC. The buckler-axe also provides a –1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a buckler-axe can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

SUGGESTION:​ Shield Proficiency is more than sufficient.

Greatbow You need at least two hands to use a bow, regardless of its size. A greatbow sized for a Medium character is 6 feet or more in length when strung and is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite greatbow (see below) but not a regular greatbow. For the purposes of feats which enhance longbows, the greatbow is a longbow.

SUGGESTION: Do nothing. The built-in drawback should suffice.

Greatbow, Composite You need at least two hands to use a bow, regardless of its size. A composite greatbow is too unwieldy to use while mounted. A composite greatbow sized for a Medium character is 6 feet or more in length when strung. Composite greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost. For the purposes of feats which enhance Composite Longbows, the composite greatbow is a composite longbow.

SUGGESTION: Do nothing. The built-in drawback should suffice.

Greatspear This broad-bladed spear has a long, flat blade, and is too heavy to wield properly for physically unimpressive characters. To wield a Greatspear proficiently, a character must have STR 15. For the purposes of feats which enhance longspears, the greatspear is a longspear.

Hammer, Double A double hammer is a d​ouble weapon​. It is a pole with two hammers on the end.

SUGGESTION:​ Do nothing.

Lajatang The lajatang is a staff with a crescent-shaped blade at each end. A lajatang is a​ double weapon.​ The Lajatang is a M​ onk Weapon.​

Lightblade, Elven This rapier-like weapon is the size of a short sword, but weighs only as much as a dagger. Dexterous fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some elf nobles carry a lightblade—often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren’t proficient in its use. To use the Elven Thinblade with any degree of proficiency, a character requires DEX 15.

Mancatcher City guards and others who prefer to capture their opponents unharmed use the mancatcher, a ​reach weapon made for subduing targets without killing them.

A wielder who hits a target of its size or one size category smaller than it with a mancatcher can immediately attempt to grapple (as a free action) without provoking an attack of opportunity. Any grapple check you make using a mancatcher includes the mancatcher’s enhancement bonus (if any) and any other bonuses you might have on attack rolls with the weapon (such as from the Weapon Focus feat). If you grapple a target with a mancatcher, you are considered grappling, but unless your target can reach you, he can’t attempt to attack you, damage you, or pin you. You can escape the grapple automatically by releasing the target as a standard action. In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to force his target to the ground (the equivalent of a trip attack, though no attack roll is necessary).

SUGGESTION:​ Do nothing.

Maul A maul is an excessively heavy hammer, yet j​ust ​handy enough to be a b​astard weapon,​ and is more traditionally used in wrecking structures than people. Anyone wielding this weapon one-handed takes a -1 penalty to Armor Class because the weight of the weapon makes it difficult to recover quickly from swinging it. On the up-side, the Maul performs its original, mundane task, quite satisfactorily, ignoring 5points of object hardness. Anyone can use a maul in two hands, but to use it in one hand requires extraordinary strength and stamina: the user must have STR 21 and CON 17 to attempt such a feat!

SUGGESTION:​ Requiring STR 21 to one-hand this beastly hammer is sufficient. NOTE:​ What the hell were they smoking, making this 20 lbs and the Warmace 10 lbs, yet giving the Warmace the 1d12 damage code and the AC penalty? I swapped these around. I also gave it some ability to ignore object hardness, as if an iuak can ignore some object hardness, this big freaking wrecking hammer can.

Pick, Dire A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is a b​astard weapon ​for which you require only brute strength to wield properly: Strength 17, specifically. For the purposes of feats which enhance heavy picks, the dire pick is a pick.

SUGGESTION:​ Requiring STR 17 should suffice.

Poleaxe, Heavy A heavy poleaxe is an I​ntercepting Weapon ​with r​each.​ It is quite frankly massive. To use it properly, a character must have at least 19 STR. For the purposes of feats which enhance halberds, the heavy poleaxe is a halberd.

SUGGESTION:​ A 19 STR requirement ought to suffice.

Scourge This multitailed, barbed whip is often dipped in a poison delivered via injury. You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the attack fails) with this weapon.

SUGGESTION:​ Do nothing.

Thinblade, Elven This rapier-like f​inesse weapon ​is the size of a longsword, but much lighter. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy.

To use this weapon effectively, you must have DEX 15.

SUGGESTION:​ DEX 15 should suffice.

Tortoise Blade, Gnome This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks like a turtle shell strapped to the wielder’s wrist, with a daggerlike blade jutting out where the wielder’s fingers should be. A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade you do not get the shield bonus to your AC. A tortoise blade also provides a –1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a tortoise blade can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately. The Tortoise Blade cannot be effectively wielded as a weapon unless it can be effectively wielded as a shield.

SUGGESTION:​ Requiring shield proficiency should suffice.

Warmace This heavy mace is a b​astard weapon ​made for heavy infantry to crush through their enemies. Only mighty and strong characters with a STR score of at least 18 and CON 15 can wield it one-handed, but anyone may brandish it two-handed.

SUGGESTION:​ I think a STR score requirement for one-handing it will do. NOTE:​ As mentioned in the Maul description, I swapped the damage code and the AC penalty for the Warmace to the Maul.

Dungeon Master’s Guide Exotics Note:​ I’m including these here for completeness’ sake. For Asian weapons, you should consult Oriental Adventures (below), for Modern weapons consult d20 Modern, for futuristic weapons, consult d20 Future. I will be including the Oriental Adventures weapons in this doc, but not the d20 Modern or d20 Future ones, as they have their own weapon proficiency systems. And are more complete about adventuring in such times. Weapon Proficiency Cost Damage Critical / Range Weight Type † (GP (Medium) Blast (lbs) £ ) Radius ⁂

Asian Weapons

Light Melee

Kusari-Gama ​​⇒ Martial 10 1d6 x2 3 Slashing

One-Handed Melee

Katana Martial 400 1d10 19-20 /x2 6 Slashing

Renaissance Weapons

Ranged Weapons

Pistol Simple 250 1d10 x3 50 3 Piercing ⇢

Musket Simple 500 1d12 x3 150 10 Piercing ⇢

Bomb ​☺⁂ None 150 2d6 5 ft 10 1 Fire

Smoke Bomb ​☺⁂ None 70 Smoke 10 1 Smoke

Modern Era

Pistol, Automatic Simple 2d6 x2 40 Piercing ⇢

Revolver Simple 2d8 x2 30 Piercing ⇢

Rifle, Hunting Simple 2d10 x2 80 Piercing ⇢

Rifle, Automatic Martial 2d8 x2 80 Piercing ⇢

Shotgun Simple 2d8 x2 30 Piercing ⇢

Grenade Launcher Martial ⁂ 70 As Grenade

Dynamite ​☺⁂ None 3d6 5 ft 10 Bludgeoning Grenade, Frag ​☺⁂ None 4d6 20 ft 10 Slashing

Grenade, Smoke ​☺⁂ None Smoke 20 ft 10 Smoke

Futuristic Weapons

Laser Pistol Simple 3d6 x2 40 Untyped ※

Antimatter Rifle Simple 6d8 x2 120 Untyped ※

Flamer Simple 3d6 - 20 Fire

Laser Rifle Simple 3d8 x2 100 Untyped ※ £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ☺ This weapon requires no proficiency to use whatsoever! No characters ever suffer a nonproficiency penalty when making an attack roll with this weapon. ⁂ Explosive weapons do not threaten critical hits; instead, this column is used to display the blast radius of the explosion. Explosive weapons are marked with this symbol. Finding this symbol in the weapon’s damage column means it launches an explosive. In d20 Modern/Future, some of these weapons would have the Concussion damage type. ⇢ In d20 Modern or d20 Future, weapons like this would have the Ballistic damage type. ※In d20 Future or any d20 Star Wars edition, weapons like this would have the Energy damage type.

Grenades and Bombs Grenades and bombs - including specifically the Bomb, Smoke Bomb, Frag Grenade and Smoke Grenade - require no proficiency to use. Scoring a hit requires only a successful Ranged Touch Attack aimed at a square. A direct hit means that the weapon’s explosion hits the target and everything in the blast radius takes the indicated damage.

If the grenade m​ isses,​ however, it still lands somewhere. The grenade s​catters.​ Count 1 square away from the target square for every two range increments of the attack.

Asian Weapons Katana To those for whom this weapon is an exotic curiosity of faraway lands, it is no more than a single-edged, slightly-curved bastard sword that is never made at non-masterwork qualities. To those from the cultures in which they originate, they mean so, so much more. The Katana is a b​astard weapon,​ but anyone with at least one rank in the Samurai class may one-hand it, even if they do not meet the bastard weapon requirements.

SUGGESTION:​ Requiring STR 15/DEX 13 or a level in Samurai ought to be enough.

Kusari-Gama This small sickle is attached to a length of chain. A kusari-gama is an exotic M​ onk Weapon ​that has r​each​, but it may be used against adjacent foes and does not provoke attacks of opportunity. It can be used in all respects like a s​piked chain ​for trip attacks, disarming other foes, and using its wielder’s Dexterity modifier instead of her Strength modifier in attack rolls. To properly use this weapon, the wielder must have DEX 17.

SUGGESTION:​ Requiring DEX 17 or the Monk class seems suitable.

Renaissance Weapons Bomb This round gunpowder bomb must be lit before it is thrown. Lighting a bomb is a move action. The explosive deals 2d6 points of fire damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.

Musket The musket holds a single shot and requires a standard action to reload.

Pistol This firearm holds a single shot and requires a standard action to reload.

Smoke Bomb This cylindrical bomb must be lit before it is thrown. Lighting it is a move action. Two rounds after it is lit, this nondamaging explosive emits a cloud of smoke (as a ​fog cloud​ spell) in a 20-foot radius. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Modern Weapons Dynamite This short, thin cylinder of explosive material has a fuse that must be lit before it is thrown or set. Lighting a stick of dynamite is a move action, and the dynamite goes off in the same round or up to several minutes later (depending on how long the fuse is). The explosive has a blast radius of 5 feet and deals 2d6 points of bludgeoning damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage. It’s possible to bind together several sticks of dynamite so they ignite and explode at the same time. Each additional stick increases the damage by 1d6 (maximum damage 10d6) and the burst radius by 5 feet (maximum burst radius 20 feet).

Grenade Launcher A grenade launcher can fire fragmentation or smoke grenades using its range increment, but must be reloaded each time it fires, requiring a standard action. A grenade launcher is a tube set on a metal tripod and equipped with a sighting mechanism. A single smoke grenade or fragmentation grenade easily slips into the tube. If you miss ​a shot with the grenade launcher, the grenade s​catters.​ Determine direction, and scatter the grenade 1d3 squares for every range increment you were firing it at.

Grenade, Frag A fragmentation grenade looks like a large egg, sometimes mounted on a 1-foot-long stick with small fins. If thrown, it uses its range increment, but if launched from a grenade launcher, it uses that weapon’s range increment. Fragmentation grenades are advanced antipersonnel explosives that deal slashing damage in a 20-foot radius. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.

Grenade, Smoke A smoke grenade looks like a squat cylinder, sometimes mounted on a 1-foot-long stick with small fins. If thrown, it uses its range increment, but if launched from a grenade launcher, it uses that weapon’s range increment. One round after it lands or hits its target, this nondamaging explosive emits a cloud of smoke (as the fog cloud ​spell) in a 20-foot radius. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Pistol, Automatic An automatic pistol can fire fifteen times before reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks. Releasing an empty magazine and inserting a new one is a move action.

Revolver A revolver can fire six times before it needs reloading (which requires a full-round action) and can be used to attack more than once per round if the user has the ability to make multiple attacks.

Rifle, Automatic An automatic rifle can fire thirty times before it needs reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks. Releasing an empty magazine and inserting a new one is a move action. As an attack, an automatic rifle can instead spray a space 10 feet across with ten bullets. If the attacker succeeds on an attack roll against AC 10, everyone in that space must make a DC 15 Reflex save or take the weapon’s damage.

Rifle, Hunting A hunting rifle can fire five times before it needs reloading (which requires a full-round action).

Shotgun A shotgun is most effective at close range; on any successful attack, a –1 penalty is applied to the damage roll for each range increment of the attack. It can fire six times before it needs reloading (which requires a full-round action). The weapon uses shotgun shells, cylindrical cartridges that have a built-in firing cap at their base. They are packed with a mixture of gunpowder and small lead pellets.

Future Weapons Antimatter Rifle An antimatter rifle is a devastating short-range attack weapon that can be fired once per round. It holds an energy cell (weight 1 pound) that is depleted after two shots. Reloading the weapon is a move action.

Flamer A flamer can be fired once per round. Unlike other ranged weapons, it deals damage to every square in a 5-foot-wide stream extending out to the flamer’s maximum range (200 feet). It contains a fuel pack with enough concentrated flamer fuel for ten shots. Installing a new fuel pack requires a full-round action.

Laser Pistol A laser pistol fires fifty times before a new energy cell (weight 1 pound) needs to be reloaded and has a rate of fire equal to the attacker’s number of attacks. Reloading the weapon is a move action.

Laser Rifle A laser rifle fires thirty times before a new energy cell (weight 1 pound) needs to be reloaded and has a rate of fire equal to the attacker’s number of attacks. Reloading the weapon is a move action.

Dragon Compendium Exotics Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Garrote Ring Simple 50 1d8 /rd 18-20 /x2 Slashing

Panther Claw Simple 75 1d4 x3 3 Slashing or Piercing

Spring Dart Boots ​​☠ Simple 65 1d3 x2 10 2 Piercing

One-Handed Melee

Hydraflail Martial 40 1d8 x3 10 Bludgeoning

Swordbreaker Martial 50 1d8 19-20 /x2 4 Slashing

Two-Handed Melee

Ankus ​​⇒‽ Simple 15 2d4 x2 15 Bludgeoning

Awl Pike ​​⇒ Simple 10 1d8 x3 10 Piercing

Bec de corbin Martial 28 2d4 x4 14 Piercing

Flail, Bladed Marial 45 1d10 x2 20 Slashing

Greatspear ​​⇒ Martial 25 2d6 x3 10 9 Piercing

Lochaber Axe Martial 18 1d10 x3 15 Slashing

Longstaff ​​⇌ Simple 15 1d6/1d6 x2 6 Bludgeoning

Poleaxe, Heavy ​​⇒ Martial 20 2d6 x3 15 Piercing or Slashing

Shortspear, Simple 25 1d10 x3 20 7 Piercing Broad-Bladed

Staff, Bladed ​​⇌ Martial 50 1d8 / 1d8 x2 20 10 Slashing

Vulcanian Thunder Club Simple 75 1d10 x2 15 Bludgeoning Warpike, Dwarven ​​⇒ Martial 45 2d6 x3 15 Piercing or Slashing

Ranged

Razor Net Simple 50 1d6 x2 10 15 Slashing

Special Weapons

Folding Bow * +75 * * * * *

Modular Weapon * +150 * * * * * * As Base Weapon. £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​ ☠ I’ve unilaterally changed these weapons; details to follow in their specific descriptions. ‽ This weapon has some special rules; see description.

Ankus The ankus is made up of a long dull hook along with a blunt point attached to a pole. You can use an ankus to make trip attacks. If you are tripped during your own trip attempt, you can drop the ankus to avoid being tripped.

SUGGESTION:​ This could literally be a shepherd’s crook. In fact, I think it is a shepherd’s crook.

Awl Pike Essentially an extra-long longspear, the awl pike is an i​ntercepting weapon​ almost with a 15 foot r​each​. You can strike opponents 15 feet away with it, but you can’t use it against foes closer than that.

SUGGESTION:​ Do Nothing. The extra range is balanced by the 10ft radius in which you’re helpless.

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 is an i​ntercepting ​r​each weapon.​

SUGGESTION:​ Do nothing.

Flail, Bladed A heavy flail set with a sword blade rather than a bludgeon, this weapon is renowned for its ability to chop through hordes of opponents in a deadly arc. When used with the Cleave or Great Cleave feat, the bladed flail grants its wielder a +2 competence bonus on additional attacks granted by those feats. This weapon also grants the same bonuses on trip and disarm attacks as a standard flail.

SUGGESTION:​ Do nothing.

Folding Bow “Folding” is a mundane enhancement to a standard bow, the base bow. A folding bow has a joint in the middle that allows it to fold in half when unstrung, making it easier to conceal. A character can make a Sleight of Hand check to conceal a folded folding bow as if it were a small object. Assembling or disassembling a folding bow is a standard action that provokes an attack of opportunity. Only non-composite bows can be made into folding bows. Bear in mind that some bows (such as bone bows) do not come in non-composite versions, they are simply made for use with a Strength bonus of +0. If the text description of the weapon says that it can be made for a higher Strength bonus, then it is a composite bow, even at +0 STR bonus.

SUGGESTION:​ Do nothing.

Garrote Ring The wearer of this large, ostentatious ring can detach the gem atop it and pull forth a length of extremely fine, tough wire that can be used to strangle an opponent. Pulling out the wire is a free action, but rewinding it requires a full-round action. The garrote ring is a g​arroting weapon,​ obviously.

SUGGESTION:​ Do nothing.

Hydraflail Hydraflails are light, three-headed flails. The individual flail-heads are smaller than those of a light flail, but the multiple chains make the weapon even more effective at disarming foes. When wielding a hydraflail, you gain a +4 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). The hydraflail requires a measure of coordination to use properly. Characters who lack Dexterity 15 are not considered proficient with the hydraflai.

SUGGESTION:​ Dex 15 ought to do.

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 r​each.​

SUGGESTION:​ Do nothing.

Modular Weapon Extremely popular with assassins and spies alike, a modular weapon can be carried on the owner's person without drawing attention. “modular” is a quality that can be added to the base weapon at an additional cost.

A modular weapon is made up of several tiny and innocuous-looking components that snap, twist, or screw together to make a fully functioning weapon. Any melee weapon that weighs 5 pounds or less may be made modular, as can hand crossbows, darts, and slings.

A modular weapon has two modular components for each pound of its weight. Each component is designed to appear as an article of clothing, jewelry, or almost any other ordinary wearable object. To recognize parts of a modular weapon, an observer must make a DC 20 Intelligence check. A +1 bonus applies to this check for every two components of the modular weapon that the viewer can see. Assembling or disassembling a modular weapon takes 1 minute. Redistributing the individual pieces into their proper, disguised locations after disassembly requires 1 additional minute. If any components are missing, the weapon cannot be assembled.

Because they are not whole and solid, modular weapons tend to fall apart when subjected to serious abuse. Whenever the wielder rolls a natural 1 on an attack roll with the weapon, it breaks and falls apart.

The pieces of enchanted modular weapons all appear as magical when viewed individually, with an aura strength of faint. Naturally, this allows anyone suspicious enough of the character to detect the magical auras of their belongings to figure out that the modular weapon is not what it seems to be, applying a +10 bonus to their Intelligence checks to recognize a modular weapon. On the up-side, enchanting a modular weapon suffuses it with magic, preventing it from breaking, even if a natural 1 is rolled.

SUGGESTION:​ Do nothing/ NOTE: I added the bits about enchanted modular weapons not breaking, because frankly, any attempts to introduce critical failures to 3.5 annoy me.

Panther Claw The panther claw looks much like a punch dagger with two extra blades. The weapon retains the punch dagger's deadly force and the extra blades are useful for disarming opponents. Wielders proficient with the panther claw gain a +4 competence bonus when making disarm attempts with the panther claw.

SUGGESTION:​ Do nothing. It’s a #)^*#$ing punch dagger! You use it e​xactly the same way!

Razor Net These wicked weapons act e​xactly like ​standard n​ets ​except as below:

These nets feature large, sharp barbs, allowing them to inflict damage whenever a trapped creature attempts either a Strength check to break the net or an Escape Artist check to slip out of the net.

Since the barbs and razors invariably damage the net once a creature begins struggling inside one, the escape and break DC decreases by 1 each time a trapped creature attempts to escape. Once the net is successfully thrown and captures a creature, it cannot be used again until it has been repaired and refolded.

A Razor Net made out of a material which has Hardness (for instance, iron, mithril, or adamantine chains,) does not damage itself when a victim within struggles, unless you idiotically made the barbs out of adamantine. Lining the Razor Net with fishing net doesn’t work out well, since the barbs will destroy the fishing net in about two turns of struggling, permitting creatures smaller than two sizes smaller than yourself to escape freely. The barbs will deal extra damage to the target if the victim is pulled off their feet and dragged along the ground, adding their base weapon damage plus the Strength modifier of the pulling creature to any damage the target takes for being ground along the terrain.

SUGGESTION:​ Do nothing.

Shortspear, Broad-Bladed The Broad-Bladed Shortspear is just a shortspear with a particularly wide, sharp, heavy blade.

SUGGESTION:​ Do nothing.

Spring Dart Boots The heels of these boots are slightly oversized so that each can accommodate a small, spring-loaded dart launcher equipped with a single dart. Firing the dart requires a full-round action. Because the dart deals only minimal damage, most users either coat it with poison (which must be purchased separately) or use the attack as a distraction.

SUGGESTION:​ Do Nothing.

Staff, Bladed The bladed staff is a 6-foot-long weapon d​ouble ​M​ onk Weapon ​with blades at either end. The complex fighting styles employed with this weapon typically use the haft of the weapon for defense. It is very, very similar to the double-bladed sword, but not identical.

SUGGESTION:​ Do nothing.

Swordbreaker Swordbreakers have longsword-shaped blades with thick metal teeth created by notches cut into one edge. The tempered steel is designed to catch blades, and when you use a swordbreaker to sunder a foe's weapon, you deal an additional +1d6 points of damage.

SUGGESTION:​ Do Nothing.

Vulcanian Thunder Club This long wooden club is set with sharp, iron spikes. In addition to being used as a greatclub, the vulcanian thunder club has another use. The club's upper end is set with a hollow metal chamber. Before battle, this chamber is stuffed with an ammunition packet a mixture of alchemist's fire, other alchemical items, and iron pellets (or just gunpowder and lead shot) and covered with a wax-sealed wooden plate. A short string runs down the club from this plate to the weapon's handle. In combat, the wielder may use a standard action to pull the string, breaking the seal and removing the wooden plate. With the contents of the metal chamber exposed to air, the alchemist's fire within detonates in a small explosion that sends the pellets bursting forth in a 20-foot cone that deals 2d4 points of damage. A successful DC 15 Reflex save halves this damage. After using the club in this manner, a character can reload the club with an ammunition packet. Instead of purchasing the ammunition packets, a character with the Alchemy skill can create them with a successful Craft (alchemy) check.

SUGGESTION:​ Do Nothing.

Eberron Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Two-Handed Melee

Scimitar, Valenar Martial 125 1d6 / 1d6 18-20 /x2 15 Slashing double ​​⇌

Sharrash, Talenta ​​⇒ Martial 18 1d10 19-20 /x2 10 Slashing Tangat, Talenta Martial 30 1d10 18-20 /x2 8 Slashing

Ranged

Boomerang, Talenta Simple 15 1d4 x2 30 1 Bludgeoning

Boomerang, Xen’drik Martial 20 1d6 x2 20 2 Bludgeoning or Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Boomerang, Talenta The of the Talenta Plains use traditional boomerangs -- simple, curved, polished sticks designed to return to the thrower, for recreation and hunting small game. Talenta boomerangs are obviously B​oomerangs.​

SUGGESTION:​ Giving a bit of a DEX requirement to get it to return should suffice.

Boomerang, Xen’drik The of Xen’drik use three-pronged boomerangs to hunt prey. Some adventurers and explorers learn to use the weapon while operating in the Xen’drik jungles, but few outside the drow communities employ this weapon. When throwing the Xen’Drik Boomerang, the user may throw it so the hardened, curved edges are spinning towards the target and thus strike them with bashing damage, or so that the sharpened points of the spinning blades are spinning towards the target, thus dealing piercing damage. The Xen’Drik boomerang is a B​oomerang,​ however the complex aerodynamics that this weapon requires to return when it can be spun either way require the user to have grown up learning to use it, or to have Dexterity 17.

SUGGESTION:​ Making it require MWP and DEX 17 is more than enough.

Scimitar, Valenar Double The elves of Valenar use a dangerous and exotic d​ouble weapon ​with curving, scimitar blades on each end.

SUGGESTION:​ Do nothing.

Sharrash, Talenta Similar to a scythe, the Talenta Sharrash developed by the halflings of the plains consists of a sickle-like blade at the end of a long pole. The sharrash is a r​each weapon​. As with other curve-bladed polearms, you can use the sharrash to make trip attacks. if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

SUGGESTION:​ Do nothing. The Sharrash fits right in amongst Martial polearm weapons without any adjustments.

Tangat, Talenta The tangat, developed by the halflings of the talenta plains, features a curved blade (like a scimitar’s,) mounted on a short half. It does take some measure of coordination and strength to use effectively. To use the Tangat effectively, the user must have grown up around them, or else possess Dexterity and Strength scores of 14.

SUGGESTION:​ It’s basically a Bastard Sword you can’t two-hand if you don’t meet the reqs. A STR and DEX req are sufficient.

Frostburn Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

One-Handed Melee

Ice Axe Martial 10 1d6 x4 5 Piercing or Slashing

Iuak Simple 12 1d6 19-20/x2 4 Slashing

Tigerskull Club Martial 15 1d8 x4 8 Bludgeoning and Piercing

Two-Handed Melee

Goad Simple 8 2d4 x2 10 Bludgeoning ♧ or Piercing

Ritiik Martial 5 1d8 x3 6 Piercing

Sugliin ​​⇒ Martial 35 2d8 x2 20 Piercing and Slashing

Ranged

Bone Bow ​​☠ Martial 250 1d12 x3 120 4 Piercing

Glot Simple 1 1d4 18-20 /2 10 »​ 1 Bludgeoning

Harpoon Simple 15 1d10 x2 30 10 Piercing

Icechucker Simple 150 1d12 x3 30 12 Piercing

Razor Skipdisk Martial 15 1d6 18-20 /x2 10 »​ 2 Slashing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​ » This weapon’s range increment increases to 20 feet over smooth solid ground, and to 30 feet over smooth ice. ☠ I’ve unilaterally changed these weapons; details to follow in their specific descriptions.

Bone Bow This powerful and oversized bow is designed to fire exceptionally large arrows specially made for it. Made of the bones and sinews of huge animals such as woolly mammoths and dire rhinoceroses, these bows were designed by primitive cultures expressly for the hunting of huge creatures that require a lot of damage to take down. A bone bow functions as a composite longbow with regard to applying the user’s Strength bonus to damage done with arrows shot from it. The bow has a long, thick spike protruding from both ends; this spike is used to brace against a solid object (either the ground or an overhanging protrusion or ceiling) to aid in pulling the bow’s string. A character may use a bone bow without bracing the weapon (a move action which renders the user immobile unless they are willing to spend another Standard action pulling the bow from the ground, or abandon the bow), but doing so imparts a –4 penalty on attack rolls, and firing an arrow from the bow requires a full-round action. The Bone Bow is far, far too unwieldy to be fired whilst riding a mount. For purposes of feats such as Weapon Focus and Weapon Specialization, a bone bow is treated as if it were a longbow; thus if you have Weapon Focus (longbow), that feat applies to bone bows as well

SUGGESTION:​ Added the requirement that the weapon be braced to use properly. That should be enough. Note:​ I increased the damage die of the Bone Bow from 1d10 to 1d12, so there would exist a reason, if slight, to choose one over a Greatbow, rather than leaving it strictly inferior.

Glot The glot is a specially balanced sphere of metal designed to be thrown low to the ground. It then skips and bounces across the ground with little reduction in velocity to strike its target. If the ground between you and your target is solid, fl at, and relatively free of obstructions, the glot’s range increment increases to 20 feet. If the ground is also icy, the glot skips even more readily over the frozen ground and its range increment increases to 30 feet. If you use a glot to attack an airborne target, its range increment is always 10 feet. Some cultures use Glots for recreational purposes, hurling them over ground or ice at pins or targets. You can make ranged trip attacks with a thrown glot. Obviously you do not risk being tripped if your ranged trip attack fails.

SUGGESTION:​ Do nothing.

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 an excellent weapon in a pinch. When you attack with a goad, you must decide if you are attacking with the spike to deal piercing damage or the weight 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 nonlethal as a result. Piercing damage remains lethal. If you are proficient with its use, the goad grants a +2 circumstance bonus on all Handle Animal checks made against animals of Huge size or larger. Although the goad may easily be made with primitive materials, its extremely simple construction does not risk being broken.

SUGGESTION:​ Do nothing.

Harpoon The harpoon is a broad-bladed i​mpaling ​spear forged with a barbed head, and features a t​railing rope ​attached to the haft to control the target. Though commonly associated with the hunting whales of and other large sea creatures, the harpoon can be used on dry land just fine, for hunting game, and other creatures. Harpoons are made by all cultures who have occasion to go whaling, and occasionally some who hunt on dry land. The given stats assume a harpoon forged of steel, but they easily be bone weapons if made by a primitive culture.

SUGGESTION:​ Do nothing.

Ice Axe More tool than weapon, the ice axe has a sharp metal head that is perpendicular to the shaft and has a spiked handle. It grants a +2 circumstance bonus on Climb checks in mountainous and/or icy terrain, even if you do not possess the Martial Weapon Proficiency feat. If you do possess this feat, the bonus increases to a +4 circumstance bonus.

SUGGESTION:​ Do nothing.

Icechucker The icechucker appears to be a large crossbow at a casual glance, larger even than a heavy crossbow. Its launching mechanism is designed to fire large shards of ice (usually icicles) rather than regular crossbow bolts. You draw an icechucker back by pulling on a thick lever on the underside of the weapon. Loading an icechucker is a full-round action that provokes attacks of opportunity. If icicles aren’t handy to load into an icechucker, it can also be used to fire a javelin, dealing the same damage.

SUGGESTION:​ Do nothing. The Icechucker is basically the same weapon as a great crossbow. The Icechucker can potentially do more damage on a critical hit, but the Great Crossbow is more likely to land a crit. The Icechucker also has a much, much shorter range, but makes up for that by being able to use improvised ammunition with no penalty.

Iuak An iuak is a heavily weighted machete-shaped blade, usually made of bone or stone. While it makes an excellent weapon, its primary purpose is to cut through and destroy ice and other hard materials. If used against an object, an iuak ignores the first 3 points of hardness possessed by the object. Most iuaks are made of stone or bone, and so risk being destroyed, but they, or similar weapons (such as machetes,) are commonly made for the same purpose out of steel, which does not risk being destroyed. (Needless to say, making one out of adamantine is redundant, but definitely gets the job done.)

SUGGESTION:​ Do nothing.

Razor Skipdisk A razor skipdisk is a flat, circular disk of metal with a razor-sharp rim. One surface of the razor skipdisk is slightly convex and smooth, while the other is concave with a small knob protruding from the center. You attack with a razor skipdisk by gripping the knob and then hurling it so the convex surface skips and slides across the ground toward its target. If the ground between you and your target is solid, fl at, and relatively free of obstructions, the razor skip disk’s range increment increases to 20 feet. If the ground is also icy, the razor skipdisk skips even more readily over the frozen ground and its range increment increases to 30 feet. If you use a razor skipdisk to attack an airborne target, its range increment is always 10 feet.

SUGGESTION:​ Do nothing.

Ritiik A ritiik is a spearlike weapon with an additional hooklike blade protruding from the base of the spear head. It is a melee i​mpaling weapon.​ Although Ritiiks don’t typically come with t​railing ropes,​ you can affix one if you for whatever reason you wish to begin your enemy-wrangling in melee, and then switch to ranged control. Even if you don’t have a trailing rope.

SUGGESTION:​ Do nothing.

Sugliin The infamous sugliin was created by primitive tribes more to strike terror into the hearts of their enemies rather than to be an effective weapon. This massive polearm consists of several sets of sharpened caribou and/or megaloceros antlers affixed to a long wooden shaft. You attack with the sugliin as if it were a massive axe or scythe, slashing and chopping at the targets with great arcs. This weapon is so unwieldy and heavy that making a single attack with it is a full-round action. Sugliins are favored weapons for low-level characters who want to deal huge amounts of damage and lack the skill to make additional attacks; higher-level characters only rarely use sugliins due to their awkwardness. The Sugliin Mastery feat (page 50, F​rostburn)​ allows a character to make attacks with this massive weapon normally. A sugliin has r​each,​ and is typically a b​one weapon,​ presenting a chance of destroying the weapon if used incautiously. A metal version may be fashioned, but would be very expensive, costing ten times as much as a bone and sinew version.

SUGGESTION:​ Do nothing. The sugliin comes with its own built-in drawbacks.

Tigerskull Club The smilodon’s skull is remarkably sturdy; it would have to be, to absorb the impacts of its terrible bite. Many primitive tribes have capitalized on this fact of nature and used smilodon skulls to fashion tigerskull clubs. A tigerskull club consists of a smilodon’s skull (sans lower jaw ) lashed to a short length of wood. The twin sabers of the skull’s upper jaw then function as a highly effective picklike weapon. Disarm and trip attacks made with a tigerskull club gain a +2 circumstance bonus. If you fail to trip your opponent, you may choose to drop your tigerskull club to avoid the retaliatory trip attack. The tigerskull club, resilience of the smildon’s skull notwithstanding, is a bone weapon, prone to breaking in the hands of incautious users. Tigerskull clubs made out of genuine smilodon skulls gain a +5 bonus to Reflex Save to avoid breaking when bone weapons might risk breaking; the skulls of certain other animals may suffice to construct a tigerskull club, but do not benefit from this bonus. As always, you can get a weaponsmith to fashion one from steel, or reinforce an existing bone version with steel (same cost as making a whole new one from steel).

SUGGESTION:​ Do nothing.

Oriental Adventures Exotics Yes, we know you want to play a Samurai in a game set in psuedo-medieval-europe. Go right ahead, I won’t stop you. (Your DM might, but he’s prolly That DM if he does.) I’ve included the non-exotic OA weapons here as well, because they’d probably be considered exotic if you were adventuring up and down the Sword Coast. Where official 3.5 stats have been provided for named weapons, they have been inserted here. In other cases, I’ve converted these as I saw necessary. Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Butterfly Sword Martial 10 1d6 19-20/x2 2 Slashing

Jitte Simple .5 1d4 x2 2 Bludgeoning

Nekode Unarmed 5 1d4 x2 .5 Piercing

Ninja-To ​​☠ Martial 10 1d6 19-20 /x2 3 Slashing or Piercing

Sai Simple 1 1d4 x2 10 1 Bludgeoning

Tail Spikes Martial 1 1d6 x2 .5 Piercing

Tonfa Simple .5 1d6 x2 Bludgeoning

Wakizashi Martial 300 1d6 19-20 /x2 3 Slashing

War fan Martial 30 1d6 x3 1 Slashing

One-Handed Melee

Katana Martial 400 1d10 19-20 /x2 6 Slashing

Kau sin ke Simple 15 1d8 x2 4 Bludgeoning

Kawanaga Martial 10 1d3 / 1d3 x2 1 Slashing / Bludgeoning

Two-Handed Melee Chain Martial 5 1d6 / 1d6 x2 3 Bludgeoning

Chijiriki Martial 8 1d6 / 1d4 x2 6 Slashing / Bludgeoning

Kusari-Gama ​​⇒ Martial 10 1d6 x2 3 Slashing

Lajatang ​​⇌ Martial 90 1d8 / 1d8 x2 7 Slashing

Nagamaki Martial 100 2d4 / 2d3 x3 / x2 10 Slashing / Bludgeoning

Naginata Martial 75 1d10 x3 15 Slashing

Sang Kauw Martial 95 1d8 / 1d8 x3 10 Piercing or Slashing / Piercing or Slashing

Sasumata Martial 25 1d8 x2 5 Piercing and Slashing

Shikomi-zue ​​☠ Martial 12 1d8 x3 5 Slashing or Piercing

Sodegarami Martial 25 2d4 x3 5 Piercing

Three-Section Staff Simple 4 1d8 x3 8 Bludgeoning

Tsukubo ​​☠ Martial 25 4d2 x2 5 Bludgeoning and Piercing

Ranged

Blowgun Simple 1 1 x2 10 2 Piercing

Blowgun, Greater Simple 15 1d3 x2 10 2 Piercing

Darts, Blowgun ​(10) 1 1

Fukimi-Bari ​(Mouth Simple 1 1 x2 10 Piercing dart)

Shuriken Simple 1 1d2 x2 10 .5 Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​ ☠ I’ve unilaterally changed these weapons; details to follow in their specific descriptions.

Blowgun The blowgun is a long tube through which you fire needles. A needle can deliver poison of either the injury or contact type.

SUGGESTION:​ Do nothing.

Blowgun Darts These darts are much smaller and finer than throwing darts, have negligible weight, and can carry and deliver poison. Handle with care!

SUGGESTION:​ Do nothing.

Butterfly Sword The Butterfly sword is a M​ onk weapon,​ with a blade which is broad, curved at the top, and sharpened on only one side.

SUGGESTION:​ Do nothing.

Chain The chain is a simple weapon of astounding versatility, called a manriki-gusari in , but it is identical to the weapon known as the c​hain lash ​or Cometfall Hammer in other settings. See that entry for details.

SUGGESTION:​ Do nothing.

Chijiriki Something like a kusari-gama but with a short spear instead of a kama on the end, the Chijiriki is a d​ouble ​M​ onk weapon.​

SUGGESTION:​

Fukimi-Bari (Mouth dart) Slim, almost needlelike metal darts that can be concealed in the mouth and then spit out hard at the target. Their effective range is extremely short, their damage is almost nil, but they are useful for taking an opponent by surprise - if you happen to have the Backstab class feature, anyway. You can fire up to three mouth darts per attack, all at the same target. You cannot apply your strength modifier to damage with Fukimi-Bari. They just don’t work that way.

SUGGESTION:​ Can these be buffed somehow? They’re basically pointless, it seems.

Jitte A Jitte is a m​ onk weapon,​ which grants a +2 bonus on opposed attack rolls when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail.) It graetly resembles a sai, but instead of having a sweeping crossguard on two sides of the main prong, it only has one, much narrower prong. Very similar weapons, really.

SUGGESTION:​ Do nothing.

Katana To an honorless barbarian from the Sword Coast, a Katana is nothing more than an exotic b​astard sword ​that is never found in less than masterwork qualities. For a Samurai (who is a​lways ​fully proficient with the use of the katana,) from Rokugan, it is so, so much more than just a blade with which to shed the blood of his enemies -- it is a physical part of his honor, and that of his family. It is a personal weapon, his alone, not to be used by others, except perhaps those whom be bequeaths it to upon his death. Merely to touch the scabbard of a sheathed katana is to insult her. To draw the blade without permission is to invite death. These weapons are passed down from generation to generation, treasured heirlooms, physical, tangible parts of a Samurai’s heritage and lineage. Even when entirely mundane and unenchanted, these swords often have individual names, reflecting the deeds of glory they have been part of. To lose such a blade is a shameful disgrace that can only be washed clean by recovering the blade and punishing those who took it. Samurai have gladly given their lives to recover a captured or lost family weapon, even one which was not lost by the Samurai in question, or indeed, any member of his family in living memory. A katan is considered the only honorable weapon for a Samurai to use in combat against another samurai. Whilst samurai, particularly those of the Crab clan in particular, are famous for and glad to use other weapons such as the tetsubo, the ono, the dai tsuchi, the naginata, and others, against peasant soldiers and nonhuman denizens of the Shadowlands, in a battle with another samurai, only a katana (and possibly a wakizashi in the off-hand,) are acceptable, and to use anything else is to face disgrace, even in victory. But to an honorless barbarian from the Sword Coast, it’s s​till ​just a foreign, slightly-curved bastard sword sharpened only on one edge, to be pawned off as such to a merchant for some coin.

SUGGESTION:​ Do nothing. NOTE:​ Yes, when a weapon is duplicated, I usually just link the from the book list whose exotics I just deproliferated to the book where I did it earlier. In this case, however, I decided that since katana are so damn important to Japanese culture (and by extension, primarily, to Rokugan’s,) that I’d duplicate the entry here. It’s still statistically a MW Bastard Sword, so don’t start getting angry.

Kau sin ke Kau Sin Ke, also called the whipping chain, is a length of several short iron bars connected by links of chain, as many as ten of them, depending on the length of the bars. It may be used to enhance a trip attack, granting a +2 to your attempt, and if you fail, you may drop the kau sin ke to avoid being tripped in retaliation. It may be used for disarming purposes, granting a +2 bonus to disarm, including the roll to avoid being disarmed if you fail, and it may be used to g​arrote ​someone.

SUGGESTION:​ Do nothing.

Kawanaga More a hardened tool than a killing implement, but it is nevertheless a f​inesse weapon.​ It is a length of light chain with a weight at one end and a sharp, bladed grappling hook on the other. It may be used in combat, whirling it swiftly, striking with the weight or the claw.

You may wield it as either a d​ouble weapon,​ or may slide your grip to one end or another, wielding it as a ​reach weapon,​ which still threatens and may strike adjacent foes.

The Kawanaga can be used to make trip attacks, and if you are tripped during your trip attempt, you may release it to avoid being tripped. It may be used to disarm an enemy, and you gain a +2 bonus on disarming rolls, including the one to avoid being disarmed if you fail to disarm.

Lastly, and perhaps most usefully, it is in fact a grappling hook, with 10 feet of rope attached.

SUGGESTION:​ Do nothing.

Nagamaki Basically a katana with an sword hilt as long as a tall man’s leg, the Nagamaki is a polearm most often used by mounted Samurai. Although not as deadly as a naginata or a katana, the Nagimaki has some useful advantages that sometimes lead to Samurai and others adopting them as primary weapons.

The Nagamaki is a r​each weapon,​ but unlike most polearms, the user threatens all squares around themselves. It may be used to strike with the blade at long range, or short range, or the wielder may grasp it at the top of the elongated sword hilt and wield it as a d​ouble weapon,​ striking with the blade and the pommel. This kind of versatility and the great balance of the weapon lend it to use as a M​ onk weapon​, on the rare occasions Monks are permitted to touch a weapon traditionally associated with the Samurai class, even a secondary one such as this.

SUGGESTION:​ Do nothing.

Naginata The Naginata is another polearm in the arsenal of the mounted samurai, but this one is specialized for the purpose, with its haft balanced only for use in its intended role. The Naginata is, naturally, a ​reach weapon,​ and it is specialized for slashing at infantry from horseback. As with most bladed or bludgeoning polearms, the user of the naginata may wield it against targets in squares adjacent to himself, but unlike most of them, he incurs no penalty for doing so. A samurai on horseback armed with a naginata and the Great Cleave or Whirlwind Attack feats can sweep away a g​reat ​many peasant soldiers or inhuman vermin in but one round of combat.

SUGGESTION:​ Do nothing.

Nekode A palm-strap or glove fitted with spikes in the palm, the Nekode is primarily a climbing tool used by ninja. You cannot be disarmed of this device, and using it is considered an unarmed attack. M​ onks ​naturally make good use of nekode as well. Unfortunately, the spikes in your palm make any kind of dextrous manipulation impossible, but on the up-shot, they grant a +1 circumstance bonus on Climb checks! A similar weapon with (mostly) the same statistics is called the bagh nakh (“Tiger’s Claws,”) though it is foreign to Rokugan. The bagh nakh has claw-like protrustions extending from the palm, through the fingers. It does not grant a bonus to climb checks and deals slashing instead of piercing damage, but allows for the manipulation of objects (including armed weapon attacks, albeit at a -1 circumstance penalty.)

SUGGESTION:​ Do nothing.

Ninja-To The standard killing weapon of wealthy and powerful ninja who are willing to risk carrying a weapon that could be detected early to have a familiar weapon in-hand when the time comes to kill, the ninja-to is a short blade similar to a wakizashi, except straight. The scabbard of these weapons is perhaps more interesting than their sharp utility as a killing edge (though admittedly, any scabbard could be built with such utility): the scabbard is in fact 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 when hiding underwater. Its construction is exceptionally stiff and strong, strong enough to bear the weight of a man (assuming it is properly wedged into something,) or see use as a club in combat.

SUGGESTION:​ Do nothing.

Sang Kauw A d​ouble ​M​ onk weapon,​ the sang kauw resembles a double-bladed short-spear with a shallow, crescent shaped blade affixed to the center of the haft pointing out to one side. When used offensively as a double weapon, the user may intermix piercing stabs with slashes from the crescent on the front. If you restrict yourself to only making attacks with one end in a given round, however, while still wielding it with both hands, it grants a +1 shield bonus to armor class.

SUGGESTION:​ Do nothing.

Sasumata The Sasumata is a r​each weapon ​intended for use in capturing wanted felons for law enforcement purposes. Although superficially similar to the M​ ancatcher ​used for similar purposes elsewhere, the sasumata lacks a hard capture mechanism, and typically has sharpened points in the gap of the head. The idea behind this weapon is to bring targets in alive, not unarmed, unless they are smart enough to surrender.

As with the Mancatcher, the sasumata may be used to make a ranged melee grapple attempt at a +2 bonus, and if successful, may choose to deal weapon damage immediately and/or make an immediate trip attempt. The wielder may drop the sasumata if their trip attempt fails to avoid being tripped in return. (Or you may simply strike with it.) If you initiate the grapple, you do not move into your opponent’s square, holding them 10 feet away from you.

A character who is grappled with a Sasumata retains the use of most of their body, including the ability to simply move away, though the wielder of the sasumata may move with them to retain the ranged grapple. The target retains the use of their arms, as the sasumata is typically thrust around the head, but a set of sharpened spikes around the haft within arms’ reach of the top prevents the target from simply grabbing the sasumata and forcing it away from themselves. Due to its open nature, a grappled character who is not backed up against a wall or tripped to the ground gains a +5 bonus to attempts to escape the grapple if the wielder of the Sasumata is the only enemy in the grapple.

The use of a sasuma in apprehending a wanted felon alone is not advised; wielders of this weapon are intended to be backed-up by wielders of the Sodegarami (Sleeve-catcher,) and Tsukubo. Any enhancement bonuses to your sasumata apply to your grapple rolls as well.

SUGGESTION:​

Shikomi-zue This ninja weapon appears to be a stout bamboo or polished hardwood quarterstaff, and may be used as such. With the quick twist of the end or press of a button, however, the end comes off, revealing a straight-bladed long sword sharpened only on one side and the tip, ideal for thrusting and capable of slashing.

SUGGESTION:​ Do nothing. NOTE:​ That is clearly a sword. Swords deal ​slashing ​damage. Though it is also clearly a lethal piercing weapon, so I left it as Piercing or Slashing.

Sodegarami The Sodegarami is a r​each weapon ​intended for use in apprehending subjects alive for trial. It is essentially similar to the Entangling Pole used by Good-aligned lawkeepers interested in preserving life, but considerably deadlier if the wielder decides a dead felon is as good as one awaiting trial, and just attack.

You make a melee touch attack with the weapon to “grab” the target’s clothing. This attack does not work against a character in heavy armor (or whom is naked or nearly so,) or against most monsters and animals that do not wear clothing, though it does work against unclad creatures with shaggy fur. (Or you may simply strike with it.)

If the touch attack is successful, you make an opposed grapple check with a +2 bonus. If you win the opposed check, you have a hold on the target, and may choose whether or not to deal armed damage. If you lose, you fail to start the grapple.

To maintain the grapple, you do not need to move into your opponent’s space; the sodegarami holds them 10 feet away from you. While you maintain the grapple, you have the option to damage your opponent on any given round. Your opponent can try to escape or wriggle free, attack with a light weapon, or cast a spell with no somatic components and a casting time of 1 standard action. It is relatively easy to escape from a sodegarami by wriggling out of one’s shirt, granting a +5 bonus to Escape Artist checks made to do so if the wielder of the sodegarami is the only other hostile in the grapple, however being grappled by someone with a sodegarami bestows a -5 penalty on all grapple checks made to grapple with other grapplers.

An sodegarami can also be used as a normal weapon, dealing the listed damage, but not entangling.Any Enhancement bonus to the sodegarami applies to grapple checks made with it.

SUGGESTION:​ Do nothing. NOTE:​ Oriental Adventures mistakenly labeled the illustration of a Tsukubo as a Sodegarami, and omitted the actual Sodegarami entirely. I have corrected that mistake.

Tail Spikes Only characters with prehensile trails may make effective use of a set of tail spikes, which is a heavy metal ring covered in, well, spikes. Tail spikes may be used as part of a melee Multiattack routine, or a full attack or other regular armed attack may be made with them. They are M​ onk weapons​ for Monks with appropriate prehensile tails.

SUGGESTION:​ Do nothing.

Three-Section Staff Derived from a farm implement for threshing grain, this M​ onk ​d​ouble weapon ​consists of three sections of wood, of equal lengths, joined at the ends by chain, leather, or rope. It requires two hands to use

SUGGESTION:​ Do nothing.

Tonfa A club with a second, shorter handle emerging from the blade at a perpendicular angle, the tonfa is a M​ onk weapon ​which is typically used in pairs. It may be used for Trip, Disarm, or Grapple attacks freely, though it provides no bonuses or penalties to any of them singly, and a +1 circumstance bonus to all applicable rolls when two are wielded together. Grappling with one or two Tonfa is the same as grappling with your natural hands, except you have the option to deal weapon damage instead of unarmed damage, and may escape the grapple at any time by releasing the tonfa.

SUGGESTION:​

Tsukubo Although much lighter, the tsukubo is a r​each weapon ​fundamentally similar in form and function to the Ramhammer favored by the dwarves of Nidavellir, the third layer of Ysgard. The Tsukubo is designed quite simply for l​everage,​ though if the target proves adroit at evading capture and trips, the wielder may simply mash them in the face a few times with the iron-spike-clad wooden business end.

The tsukubo may be used to make Bull Rush attacks whilst at his full weapon range. He does not have to enter his opponent’s square and thus does not provoke attacks of opportunity from them (although if they have allies nearby to him, it does provoke attacks of opportunity from them.) He gains a +1 bonus on his opposed Strength check. (See the rules for B​ull Rush.​) The Improved Bull Rush feat, if possessed, applies.

The tsukubo may also be used to attempt to sweep an opponent off their feet with a Trip attack, a purpose for which it grants a no offensive bonus, but grants a +6 bonus to the roll to avoid being tripped if your own trip attempt fails, as grasping the tsukubo’s head to pull the wielder off their feet would involve firmly grasping a wide wooden shaft covered in iron spikes.

SUGGESTION:​ I think that’ll work. NOTE:​ I’ve added this weapon. The illustration was in Oriental Adventures mislabeled as the Sodegarami.

Wakizashi Barbarians from foreign lands see in the Wakizashi only a masterwork short sword, and wonder why anyone would put such effort into a sidearm. To a samurai, however, this is an important weapon; not as critical as the katana it goes with, but they are typically made as a pair, and it is considered bad form to wield an unmatched set. Some samurai use the Wakizashi as part of a two-weapon fighting style, paired with the katana, but most often it is used by non-samurai members of noble classes when they are forced to fight, as a weapon of last resort if a Samurai’s katana is broken or he is disarmed of it, or in ritual suicides in which the full-sized katana is too unwieldy. But a foreigner would still just pawn it for gold.

SUGGESTION:​ Do Nothing.

War fan Similar to the c​ollapsing crescent fan ​known as the bhuka blade, the war fan appears to be a beautifully-crafted lady’s fan, but in fact the vanes are crafted from hardened steel (when bamboo is far, far more traditional,) and the tips are razor sharp. When wielding this concealed weapon, the wielder may attempt a Bluff check against an opponent’s sense motive check. If the wielder wins this contest, she adds a +4 bonus to the attack roll for their first round’s attack, and the target is flat footed against it, as they have been convinced, if only very temporarily, that the wielder is not a priority target or is nonthreatening entirely. Those who are completely unfamiliar with these lethal weapons suffers a -4 penalty on their opposed Sense Motive check. Obviously, anyone who sees a melee attack made with a war fan will not be caught off their guard.

SUGGESTION:​ Do nothing.

Planar Handbook Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Two-Handed Melee

Jovar Martial 500 2d6 18-20 /x2 13 Slashing

Ramhammer ​​⇒ Martial 100 1d10 x2 15 Bludgeoning

Ranged

Annulat Martial 30 1d6 19-20 /x2 30 .5 Slashing

Annulat This exotic ranged weapon, invented by the Neraphim (page 12, Planar Handbook,) is a perfectly circular, nearly paper-thin hoop forged from a dark ironlike metal and sharpened on the outside edge. The annulat’s diameter is a little over 1 foot. The band of metal, while thin, measures some 2 inches in breadth. When thrown, an annulat sails through the air with deadly accuracy, its cross-section so thin that it is almost invisible. Those proficient with the annulat are particularly accurate with the throwing hoop, and can make it curve somewhat in flight. Targets who gain a cover bonus to their Armor Class have that bonus reduced by 2. To use the Annulat proficiently, the user must be Neraphim, a Monk, or else possess a Dexterity score of 15. The Annulat is a M​ onk Weapon.​ It may be used in melee as part of a Flurry of Blows, or if the Monk is somehow holding several of them, as a Ranged Flurry.

SUGGESTION:​ Requiring a Martial Weapon Proficiency and DEX 15 should suffice. I’d also make Monks automatically proficient, because this is a very Monk-ish weapon.

Jovar Named for the layer of Celestia on which the city of Yestra sits, this exotic heavy variant greatsword is the preferred weapon of the Heavenly City’s archon guards. The Jovan is weighted heavily towards the tip, requiring a physically mighty user, but blows landed with this weapon can deal considerable damage. To use the Jovar properly, one must have a STR score of 15, a CON score of 13, and the Power Attack feat.

SUGGESTION:​ a STR, CON, and feat requirement, and its massive price-tag, are plenty.

Ramhammer This long-handled hammer is an exotic weapon favored among some dwarves of Nidavellir, the third layer of Ysgard. It is a melee weapon with 10-foot r​each,​ though the wielder doesn’t threaten the area into which he can make an attack. Because of the wide hammer head and the considerable force a mighty wielder can bring to bear using leverage, it’s possible to make a bull rush attack with this weapon. When using a Ramhammer, a wielder does not have to enter his foe’s square (and thus does not provoke an attack of opportunity for this move, though, as noted above, the wielder provokes attacks of opportunity from the adjacent foes as if making a ranged attack.) The wielder gains a +2 bonus on his opposed Strength check (see the rules for B​ull Rush​.) If the wielder has the Improved Bull Rush feat, he gains the noted +4 bonus on his opposed Strength check, which stacks with the bonus for using a Ramhammer, but the ability to avoid attacks of opportunity for entering his opponent’s square is irrelevant. The wielder of a Ramhammer requires STR 17, CON 15, to make Bull Rush attempts with the weapon.

SUGGESTION:​ Require STR 17 and CON 15 to make Bull Rush attempts. That’s all, as it’s otherwise unremarkable, and it already has significant penalties to balance out its advantages built-into it.

Races of Stone Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Buckler-Axe, Dwarven Martial 20 1d6 x3 4 Slashing

Hammer, Throwing Martial 30 1d6 x2 20 2 Bludgeoning

Tortoise Blade, Gnome Martial 10 1d6 19-20 /x2 3 Piercing

Quickrazor, Gnome Simple 45 1d4 19-20 /x2 1 Slashing

One-Handed Melee

Swordcatcher, Gnome Martial 35 1d6 19-20 /x2 5 Slashing

Two-Handed Melee

Greathammer, Goliath Simple 30 1d12 x4 30 Bludgeoning

Spear, Dwarven Double Martial 115 1d8 / 1d8 x3 15 Slashing or Piercing

Warpike, Dwarven ​​⇒ Martial 45 2d6 x3 15 Slashing or Piercing

Ranged

Crossbow, Great Simple 150 2d8 18-20 /x2 120 14 Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Crossbow, Great You draw a great crossbow back by turning a small winch. Loading a great crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a great crossbow requires two hands. However, you can shoot, but not load, a great crossbow with one hand at a –4 penalty on attack rolls. You can shoot a great crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons. These penalties are cumulative with the penalty for firing a great crossbow one-handed.

SUGGESTION: Do Nothing.

Greathammer, Goliath This big, heavy hammer is a favorite of goliath barbarians and warriors. The incredibly heavy head of the hammer allows it to make particularly devastating strikes against weapons and shields, granting the wielder a +2 bonus on opposed attack rolls to sunder an enemy’s weapon or shield.

SUGGESTION:​ Do Nothing. The massive weight of this weapon is its own drawback, risking encumbrance and limiting other available equipment. Scrawny characters will be entirely unable to wield this weapon and armor without being heavily encumbered.

Hammer, Throwing Essentially a light hammer that has been carefully balanced for throwing, the throwing hammer is a favorite weapon of dwarf rangers.

SUGGESTION:​ Do Nothing.

Quickrazor, Gnome The gnome quickrazor is a fast, flashy weapon favored by gnome bards, because it allows them to hold an instrument, attack with a weapon, and still keep one hand free for spellcasting. In addition, two-weapon-wielding spellcasters (all three of them,) find it a useful off-hand weapon because it allows them to keep their primary weapon in hand and still cast spells with their off hand. The quickrazor features a light, wide knife blade with a very small hilt. The weapon is worn tied to the wielder’s wrist in a specially designed sheath. When you attack with a quickrazor, you flick it out in a quick, slashing circle, catching the hilt in your hand at the end of the arc and then snapping it back into its rest. This flicking technique is difficult to master. To do so, the user must possess the Quick Draw feat or DEX 16. The user who possesses either the feat or the requisite DEX score may draw and stow the gnome quickrazer as a Free Action. If it is stowed at the end of your turn, the hand with which you attacked is considered open, for better and for worse. A user who lacks the requisite qualifications may still draw and fight with the Quickrazor normally. Quickrazors are easier to conceal than most weapons, and they grant a +4 bonus on Sleight of Hand checks to conceal them. Quickrazors grant a +2 bonus on Bluff checks made to feint in combat. Attaching a quickrazor and sheath to your wrist so that it can be wielded properly is a full-round action that provokes attacks of opportunity. A character can have only one quickrazor attached to each wrist at a time.

SUGGESTION:​ Seriously?! It’s just a dagger! Fixed this. Requiring either Quickdraw or a DEX bonus to allow it to be stowed and pulled quickly is more than enough.

Spear, Dwarven Double A dwarven double spear is an I​ntercepting ​D​ ouble Weapon.​ The weapon looks much like a standard spear, although the shaft is a bit thicker. The spearpoint is also longer and heavier, sharpened on the sides as well as the tip to allow for either slashing or piercing attacks. In addition, a second identical spear point is fastened to the butt of the spear, making the weapon doubly dangerous.

SUGGESTION:​ Do Nothing.

Swordcatcher, Gnome This short, heavy sword resembles a broad-bladed short sword with two heavy prongs extending up from the hilt. These prongs are designed to help catch and disarm opponents’ weapons. When using a gnome swordcatcher, you gain a +4 bonus on attack rolls made to disarm an opponent (including the roll to avoid being disarmed yourself if such an attempt fails). Using it to do is rather tricky, however, requiring a certain knack. The character possess the Improved Disarm feat, or DEX 17, to use a gnome swordcatcher to disarm an enemy.

SUGGESTION:​ Let’s face it, anyone who’s going to be disarming people has invested in Improved Disarm anyway. Otherwise it’s a perfectly serviceable short sword, and should be treated as such.

Warpike, Dwarven The dwarven warpike is a Dwarven halberd, an i​ntercepting​ r​each weapon;​ built with a greatly elongated shaft, to the end of which a counterweight has been added. You can use the hook on the back of a dwarven warpike to make trip attacks. If you are tripped during your own trip attempt, you can drop the dwarven warpike to avoid being tripped.

SUGGESTION:​ Do nothing. It’s a halberd. No, literally, it’s a bloody halberd!

Races of the Wild Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Foot Spike Simple 8 1d4 x3 1 Piercing

Lightblade, Elven Martial 50 1d6 18-20 /x2 1 Piercing

One-Handed Melee

Thinblade, Elven Martial 100 1d8 18-20 /x2 3 Piercing

Two-Handed Melee Lynxpaw Martial 30 1d6 / 1d4 18-20 /x2 4 Piercing / or x3 Slashing

Courtblade, Elven Martial 150 1d10 18-20 /x2 6 Piercing or Slashing

Ranged

Footbow Martial 150 1d8 x3 110 3 Piercing

Skiprock Simple 3 1d6 x2 15 .25 Bludgeoning

War Sling Martial 5 1d8 x4 50 1 Bludgeoning £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Courtblade, Elven These exotic swords seem impossibly long and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A courtblade has a basket-shaped hilt (usually made to resemble leaves and vines), a long grip, and a heavy pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well.

A proficient user finds the weapon well suited for quick feints and thrusts. A character with STR 14 may use an elven courtblade in conjunction with the Weapon Finesse feat, applying her Dexterity bonus (if any) to melee attacks she makes with the weapon, though it remains a two-handed weapon and not a light weapon. Characters proficient with the elven courtblade may treat it as a greatsword for the purpose feats which enhance Greatswords.

SUGGESTION:​ A req for 14 STR to apply Weapon Finesse to it seems appropriate.

Foot Spike The raptorans developed this exotic weapon for use in aerial combat. A foot spike resembles a sharp knife blade strapped to the bottom of a sturdy boot. The spike is spring-loaded and folds into the boot for walking, and thus has no effect on movement. When a foot spike is unfolded, the wearer’s land speed is reduced to 5 feet, and he can’t make a 5​-foot step.​ Extending or retracting a foot spike is a move action, the equivalent of drawing or stowing a weapon. Foot spikes are primarily intended for use by airborne combatants. A character who uses a foot spike while on the ground takes a –4 penalty on attack rolls. A character wearing a pair of foot spikes can attack with both as if wielding two light weapons. A character can’t use a single foot spike as part of a two-weapon attack. When a character proficient with foot spikes makes a dive attack (see page 68) while wearing a pair of foot spikes, he can attack with both foot spikes at the end of the charge.

SUGGESTION:​ Do Nothing. These are very niche to begin with, and even in their niche they aren’t spectacular.

Footbow This exotic weapon is a composite long bow designed to be used in flight, with the archer holding the bow in her feet and drawing it with one or both hands. Like a c​omposite longbow,​ all footbows are made with a particular strength rating. If a character’s Strength bonus is less than the strength rating of the footbow, she can’t effectively use it, so she takes a –2 penalty on attacks with it. The default footbow requires a Strength bonus of +0 or higher to use with proficiency. A footbow can be made with a high strength rating just as a composite longbow can; each point of Strength bonus granted by the bow adds 100 gp to its cost. The wielder of a footbow can choose to use both hands to draw it back; in this case she may add 1-1/2 her Strength bonus to damage (up to a maximum of 1-1/2 the strength rating of the bow), as long as she is strong enough to use it without penalty. A footbow can be used on the ground, but the archer must be prone to do so and takes a –4 penalty on the attack roll.

SUGGESTION:​ Do nothing, very niche, built-in penalties.

Lynxpaw A lynxpaw is a d​ouble ​f​inesse weapon​, consisting of a length of finely wrought steel chain with a blade similar to a rapier at one end and a spiked weight at the other.The lynxpaw’s rapier end is a piercing weapon that deals 1d6 points of damage (18–20/×2).

The lynxpaw’s spiked weight end, which resembles a feline paw with the claws extended (hence the name), is a slashing weapon that deals 1d4 points of damage (×3).

A character can make trip attacks with a lynxpaw’s chain. If he is tripped during his own trip attempt, he can drop the lynxpaw to avoid being tripped. When using the lynxpaw’s chain, the character gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed himself if such an attempt fails).

SUGGESTION:​ Do Nothing.

Skiprock weaponsmiths developed these polished stones. Each skiprock is perfectly weighted and shaped for throwing. A proficient user can make a landed skiprock shot ricochet toward another target of the thrower’s choice. The second target must be adjacent to the original target (no more than 5 feet away). The thrower immediately makes a second attack roll for the skiprock against the new target, with an attack bonus 2 lower than that of the initial attack. The knack is difficult to master, requiring a user to have DEX 16. Skiprocks are d​isposable thrown weapons​, doubly so when being used as actual war sling ammunition. They may be used as sling bullets, but using a skiprock’s ricochet ability in conjunction with a sling requires the use of a War Sling.

SUGGESTION:​ A DEX 16 requirement to make it skip is reasonable.

War Sling This exotic weapon is a heavy sling used with a special sidearm throw to hurl a skiprock (see above) with deadly power. Without skiprock ammunition, a war sling deals its normal damage when used to throw normal sling bullets or stones. A user proficient with both the skiprock and the war sling can ricochet a sling-thrown skiprock just like a hand-thrown skiprock; see the skiprock description, above. The same requirement applies.

SUGGESTION:​ The War Sling inherits the Skiprock’s DEX 16 requirement to get the ricochet attack.

Sandstorm Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

Collapsing Crescent Fan Martial 40 1d6 19-20 /x2 2 Slashing

Eagle’s Claw Martial 20 1d6 18-20 /x2 2 Slashing and Piercing

Fingerblade Simple 45 1d6 2 Piercing

Manpole Martial 35 1d6 19-20 /x2 1 Slashing or Piercing

Scorpion Claws Martial 160 1d6 6 Slashing or Piercing

One-Handed Melee

Great Scimitar Martial 200 1d8 18-20 /x2 8 Slashing

Khopesh Martial 16 1d6 18-20 /x2 4 Slashing

Scorpion-Tail Whip ​​♧☠ Martial 75 1d4 x2 (plus 3 Bludgeoning, poison) Piercing crits.

Thrombash Martial 15 1d6 x3 10 3 Two-Handed Melee

Battlehorn ​​⇌ Martial 50 1d8 / 1d8 x3 10 Piercing

Crescent Scythe ​​⇌ Martial 18 1d8 / 1d8 x3 20 Slashing

Double khopesh ​​⇌ Martial 30 1d6 / 1d6 18-20 /x2 8 Slashing

Great Falchion ​​☠ Martial 500 1d12 18-20 /x2 12 Slashing

Ranged

Boomerang ​​♧ Simple 10 1d4 x2 20 2 Bludgeoning

Desert Throwing Knife Simple 3 1d6 19-20 /x2 15 1 Piercing

Kylie Simple 15 1d6 x2 20 5 Bludgeoning £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​ ☠ I’ve unilaterally changed these weapons; details to follow in their specific descriptions.

Battlehorn A battlehorn is an I​ntercepting ​D​ ouble Weapon ​that consists of two large horns affixed together, facing in opposite directions.

Most battlehorns have animal horns which have been reinforced with steel, and do not risk breakage. A battlehorn made of horn alone costs the same and weighs only 7.5 lbs, but incurs the risk of breaking like all bone weapons. A battlehorn functions perfectly well if you forgo the aesthetic animal horn altogether and just use curving, pointed steel spikes on the end.

SUGGESTION:​ Do Nothing.

Collapsing Crescent Fan Only a few desert societies have the wherewithal to forge the exotic weapon known as the collapsing crescent fan. Of those, the bhukas are most commonly associated with the weapon, and so another name for this weapon is the “bhuka blade.” When not in use, a crescent blade folds into a compact shape not too much larger than a wand. However, with a mere flick of the wrist, the many segments of a crescent blade slide into view and lock into place. The vanes of the fan are thin, razor-sharp steel sheets. When you attack a flat-footed foe with it, you gain a +4 bonus on the attack roll. Using the Collapsing Crescent Fan takes a certain amount of deftness to be able to strike without fear of damaging the weapon. It requires Dexterity 15 to wield properly.

SUGGESTION:​ A 15 DEX requirement is plenty.

Crescent Scythe Crescent Scythes are staff-like d​ouble weapons ​with a half-disc blade on either end, a variation of the standard glaive. The edge of the blade is perpendicular to the shaft, allowing you to whirl the weapon in deadly circles. When used in conjunction with the Whirlwind Attack feat, a crescent scythe deals an extra 1 point of damage.

SUGGESTION:​ Do Nothing. NOTE:​ I added the “Double Weapon” text to the description, because although it doesn’t actually say so in the text, the description of the weapon, the illustration of the weapon, and the weapon table all agree that it is a double weapon.

Desert Throwing Knife A desert throwing-knife is unwieldy for melee combat. Even if you are proficient with this weapon, you take a –2 penalty on attack rolls and damage rolls when using it in melee.

SUGGESTION:​ Do nothing. It comes with its own drawback, and isn’t that good even without it.

Double khopesh A double khopesh is a double weapon. A double khopesh can be used to make trip attacks like a normal khopesh.

SUGGESTION:​ Do Nothing.

Eagle’s Claw The asheratis invented the first eagle’s claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle’s claw enlarged and forged in steel. The handle of an eagle’s claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. You get a +1 bonus on Sleight of Hand checks made to conceal an eagle’s claw on your body (see the Sleight of Hand skill, page 81 of the Player’s Handbook).

SUGGESTION:​ Do Nothing.

Fingerblade In its most basic definition, a fingerblade is a double-edged short sword. However, this weapon is customized to your hand. The hilt is something like a hand crossbow grip. It fits snugly in the palm of your hand such that your attack motion with the weapon is akin to a punch. Held correctly, a fingerblade becomes an extension of your forefinger, allowing maximized control. When an attack is properly executed, the hilt pushes into the palm so that no slippage occurs and maximum force is transferred into the thrust. If you are proficient with a fingerblade, you deal an extra 1d6 points of damage to a foe who is flat-footed on the first round of combat. Creatures with immunity to extra damage from critical hits and sneak attacks are not subject to this extra damage.

To be used properly, the Fingerblade m​ ust ​be customized for the specific user. If it was not tailored to y​our hand, it will almost certainly not work properly. Note that if your palm changes radically for some reason (such as being Reincarnated,) a mundane fingerblade tailored for your old form will not be tailored for your new one. You need not get a new Fingerblade if your physical attributes change.

All characters are not proficient with a fingerblade made for anyone else unless they have the exact same grip. A Fingerblade made for someone else has a 1% chance of exactly matching your grip, assuming you have a normal, humanoid hand. (Five fingers, inward grasping.) For each of the following factors you have in common with the original owner, there is an additional 1% chance the fingerblade will work properly for you: Race, locality of origin/ethnicity, gender, physical attributes (STR/CON/DEX) within 1 point of each other (at the time the Fingerblade is made,), physical attributes exactly the same (at the time the Fingerblade is made), class (only one class in common applies), family member, and being a direct family member (within 1 step: IE, sibling, parent, or child.) (To determine this randomly and quickly, roll 1d12+1, then roll 1d100 and try to roll equal to or under that number.) For example, if Lidda’s mother owned a Fingerblade and had the exact same STR, CON and DEX scores as Lidda has when the Fingerblade was forged for her and they both had at least one level of Rogue, then there would be the maximum chance Lidda could use her mother’s Fingerblade: only a 13% chance. For this reason, fingerblades are most often buried with their owners.

You may have the hilt of a mundane Fingerblade remade to fit your hand. This costs 10% of the cost of the whole fingerblade. Enchanted fingerblades customize their hilt to the character’s hand, just as they would enlarge or shrink for a wielder of a different size, and so all characters proficient with Simple Weapons are proficient with enchanted fingerblades.

SUGGESTION:​ A requirement that the character use a fingerblade customized specifically for their grip is enough.

Great Falchion This heavy executioner’s sword has the same basic profile as a falchion, albeit with a much greater blade surface. Because it is an executioner’s weapon, it is often crafted as a masterwork weapon, marked with a royal seal, and created with one or more gems in the hilt

SUGGESTION:​ I raised the price to 500 GP, to match that of the Jovar.

Great Scimitar A great scimitar is a b​astard weapon.​ Great scimitars are most often the personal weapons of heroes, crafted as masterwork weapons and inscribed with the hero’s deeds and the weapon’s name on the blade. Such names commemorate a great event in the hero’s life, such as “The Blade of the Hundred-Day Sandstorm.”

SUGGESTION:​ Bastard weapon is sufficient.

Khopesh You can use the hooked blade of a khopesh to make trip attacks. If you are tripped during your own trip attempt, you can drop the khopesh to avoid being tripped.

SUGGESTION:​ Do nothing.

Kylie This weapon is a heavy, curved throwing stick, 3 to 4 feet long, used for hunting and as a weapon of war. The shape of the weapon allows it to travel great distances in flat arcs. It resembles a heavier boomerang, but the shape of its aerodynamic surface lends it to stability in flight rather than to return. You need Dex 13 to make accurate attacks with this weapon, otherwise you are considered nonproficient.

SUGGESTION:​ Dex 13 is enough.

Manople Resembling a sai with blades, a manople is actually a gauntlet worn over your hand. Since it is worn this way, however, you cannot carry anything else in that hand, nor can you use it to cast spells or use skills. A manople gives you a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even on a round in which you make an attack with the manople. An opponent cannot use a disarm action to disarm you of this weapon. The cost and weight given are for a single manople.

You must either use the manople in your dominant hand, or possess the T​ wo-Weapon Defense ​feat to make effective use of the Manople’s combined defensive and offensive capabilities. If you do not, you do not receive any shield bonus from wielding a manople. A manople has no armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a manople can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

SUGGESTION:​ Requiring it either be main-handed or the user possess the Two-Weapon Fighting feat is enough.

Scorpion Claws Designed as grappling weapons, scorpion claws are worn over the forearm. These metal weapons resemble scorpion pincers, and they open and close by means of an internal mechanical handle. Scorpion claws grant you a +4 bonus on grapple checks and can be used to deal slashing damage with a successful grapple check. The open claws can be used as a slashing weapon in melee combat, while the closed pincers can be used as a piercing weapon. The claws can be opened or closed as a free action. Since the claws strap onto the arm, you get a +4 bonus on opposed checks to avoid being disarmed. Scorpion claws come in pairs; the cost and weight given is for two.

SUGGESTION:​ Do nothing. Attempting to use Scorpion Claws to begin a grapple without the Improved Grapple feat (which requires the Improved Unarmed Combat feat,) provokes an attack of opportunity, which ends the grapple attempt if it lands. That’s enough investment.

Scorpion-Tail Whip A scorpion-tail whip is made from the dried tail of a Large monstrous scorpion, with the stinger intact. Used by some of the crueler desert tribes, the whip deals nonlethal damage except on a critical hit. On a critical hit, the whip deals lethal, Piercing damage and injects a small amount of Large monstrous scorpion venom (injury, Fortitude DC 18, initial and secondary damage 1d6 Str), which is stored in a small bladder in the stinger. The bladder can hold only one dose at a time, and adding a dose of venom takes 1 minute. The whip can hold any other contact or injury p​oison.​ Scorpion-Tail Whips, although made of natural materials, are not subject to breaking.

SUGGESTION:​ Do nothing. It’s a whip with a nice bonus if you manage to land a critical hit.

Thrombash This fearsome weapon features two wicked, hooked blades facing in opposite directions at the end, and a third blade jutting at an angle near the hilt. A Thrombash is equally adroit in both melee and as a thrown weapon.

SUGGESTION:​ Do nothing.

Savage Species Exotic Weapons Yes, I know S​avage Species ​is a 3e sourcebook, but I decided to convert them since I had the book on-hand and I was on a roll. Weapon Proficienc Cost Damage Critical Range Weight Type † y (GP (Medium) (lbs) £ )

Light Melee

Chuul Lasher ​​⇒ Martial 150 1d3 x2 plus 2 Bludgeoning poison

Snake Chain ​​⇒ Martial 5 1d6 x2 5 Bludgeoning

One-Handed Melee

Spear, Salamander, Short Simple 40 1d6 x2 20 6 Piercing

Tail Blade Martial 17 1d8 19-20 /x2 6 Slashing

Tail Club Simple 10 1d6 x2 10 Bludgeoning

Two-Handed Melee

Chain, Barbed ​​⇌ Martial 50 2d4 / 2d4 x2 6 Bludgeoning and Piercing

Chain Lash ​​⇌/​​⇒ Martial 25 1d6 / 1d6 x2 5 5 Bludgeoning

Gythka ​​⇌ Martial 60 1d8/ 1d8 x2 12 Slashing

Notbora ​​⇌ Martial 20 2d4 / 1d8 x2 or 12 Bludgeoning 19-20 /x2 or Slashing

Pincer Staff ​​⇒ Martial 8 1d4 x2 8 Bludgeoning

Sharktooth Staff Simple 20 1d12 x3 10 Bludgeoning and Slashing

Spear, Salamander Simple 50 1d8 x2 20 10 Piercing

Spear, Salamander, Long Simple 60 1d8 x2 18 Piercing ⇒

Four-Handed Melee

Scissors Sword Martial 100 2d6 19-20 / 12.5 Slashing and x2 Piercing

Ranged

Chatkcha Martial 20 1d6 x2 20 3 Slashing Javelin, Howler Simple 2 1d6 x2 30 2 Piercing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​

Chain Lash This deceptively simple M​ onk ​d​ouble ​f​inesse ​r​each weapon ​is a simple chain with weighted iron ends is capable of startling versatility and utility. It can be whirled quickly, striking with hard blows because of the weights, and may be used to entangle and pull. Kytons often wield these weapons in place of their chain rakes and apply their dancing chains ability to them. In the hands of a Monk, this weapon is often known as a Cometfall Hammer, and is considered a larger version of the Meteor Hammer (Bolas).

Monks are the true masters of these weapons, but anyone with martial skill and some finesse can use them effectively. There are three general ways to wield a Cometfall Hammer, and you may choose which stance to use at the beginning of the round:

Moons Orbit the Planet: ​The colorful name for wielding a Chain Lash as a double weapon, with all that that entails.

Two Stars Shoot as One: ​This technique simply means that the wielder is holding the chain lash in the middle of the chain, swinging it as a single, one-handed weapon. There is no penalty or bonus for doing this over making primary-hand attacks with the chain lash as a two-handed double weapon, except that one keeps a hand free for other things, and this is the only stance from which you may fling the Chain Lash as a ranged weapon.

Comets Soar Entwined: ​This is the name for the technique of throwing the Cometfall Hammer like a set of large, heavier b​olas.​ Their range increment is short, but you may make a ranged trip attack with the chain lash and, as with bolas, deal damage if the attempt is successful.

Comet Suddenly Returns: ​In this manner, you are holding the chain lash by one end, and swinging the other. This allows you to wield the Chain Lash as a weapon with reach. It may still be used up-close by drawing an end back to swing it singly. This requires two hands, but you do not add 1 1/2 your Strength to your damage.

You may make a trip attempt with a chain lash wielded in melee, and if you are tripped during your own trip attempt, you may relinquish the chain lash to avoid being forced prone. When using a chain lash, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent.

SUGGESTION:​ Do Nothing.

Chain, Barbed This M​ onk ​d​ouble weapon ​is a length of four to six short, barbed iron bars connected by links of chain. Kytons often wield these weapons in place of their chain rakes and apply their dancing chains ability to them. Unlike most double weapons, it cannot be wielded one-handed.

SUGGESTION:​ Do Nothing.

Chatkcha Chatkcha: A chatkcha is a heavy crystalline throwing wedge favored by thri-kreen. In form it somewhat resembles a triangular, closed-in boomerang

SUGGESTION:​ Do Nothing.

Chuul Lasher The Chuul Lasher is a whip made out of a Chuul’s paralyzing tentacle. On its own, it is just a w​ hip,​a r​each weapon ​with a 15-foot range, subject to all the advantages and limitations thereof.

The use of a Chuul Lasher is in the way the whip retains the ability to soak through with Chuul paralyzing poison and seep it out at a steady rate. A Chuul Lasher may be stored in a special, tightly-sealed vessel; this can be a scabbard for the whip, or a case into which it is coiled. The inside of the vessel is coated with unguent of timelessness and Chuul poison costing 4,500 GP is poured in, then the Chuul Lasher is inserted and wax is used to seal the weapon in.

When a Chuul Lasher is drawn from its container, it is coated and thoroughly suffused with the Chuul Poison. For the next five minutes, any targets who takes damage must make a Fortitude Save (DC 19 is typical, but it’s CON-based and might have come from a Chuul with a higher Constitution score - though the price would go up substantially were that the case,) or be Paralyzed for 1d6 rounds. Do remember that the Chuul Lasher is in all respects a whip, and many targets will not take damage from it.

A Chuul Lasher is considered a whip for the purposes of all feats that enhance the use of whips. It may or may not be able to deploy other poisons at the DM’s discretion. They certainly should not last as long as Chuul Poison, however.

Chuul sometimes make use of Chuul Lashers themselves. In this case, they simply pull off one of their tentacles (they grow back; or they can pull off another Chuul’s, if they wish,) and lash it firmly to one of their claws. Chuul naturally have no problem supplying their own Chuul Lashers with Chuul Poison.

SUGGESTION:​ Do nothing.

Gythka Gythka: A gythka is a d​ouble weapon ​favored by thri-kreen. It is a polearm with a blade at each end, not unlike the Orcish Double Axe, though its blades are usually made of psionic crystalline materials instead of metal.

Thri-kreen (and other creatures with four or more arms) who learn the Multiweapon Fighting feat can wield two gythkas at once as double weapons. (Of course, the same is also true of Orcish Double Axes and all other double weapons.)

SUGGESTION:​ Do nothing.

Javelin, Howler Made from the quill of a howler, this weapon performs as a normal javelin with an additional function. An opponent hit by a howler javelin must make a Reflex save (DC 16) or have the javelin break off after lodging in his or her flesh. A lodged javelin imposes a 1 circumstance penalty on attacks, saves, and checks. Removing the javelin deals 1d6 additional points of damage.

Howler Javelins are a d​isposable thrown weapon,​ and while they enchant in batches of 50 like all other disposable thrown weapons, their crafting batch size (for purpose of price and masterwork cost) is 1, making them rather expensive. Since they are very brittle (and indeed, d​esigned ​to break on impact,) they are unsuited for close combat, no character is considered proficient with using them in melee. They do still successfully break and lodge in the target on a successful melee strike.

SUGGESTION:​ Do nothing.

Notbora Crafted by the desmodu this double weapon looks like a big quarterstaff with a crook at one end. A notbora has a hinge in the middle so that it can be folded for storage. The wielder can unfold the weapon and lock the hinge by pressing a hidden catch (a free action when drawing the notbora). The notbora's straight end is actually a sheath that can be removed as a move-equivalent action to reveal a sword blade.

The hooked end can be used to make trip attacks. A wielder who is tripped during his or her own trip attempt can drop the notbora to avoid being tripped.

Either end deals 2d4 Bludgeoning damage (x2 crit,) if the scabbard is on. When the scabbard comes off, the sword blade deals 1d8 slashing damage (19-20 x3).

SUGGESTION:​ Do nothing.

Pincer Staff The pincer staff is a variant of the m​ ancatcher ​which deals lethal bludgeoning damage instead of subdual. It is made and used primarily by the kuo-toa.

SUGGESTION:​ Do nothing.

Scissors Sword Designed by and for six-armed mariliths, this sword uses a complex, hinged arrangement of three blades, the outer two of which are articulated, and three hilts, the outer two of which are mobile and connected to the opposite articulated blade. More a torture implement and a brutal, gruesome execution weapon than a battle implement, a Scissors sword requires four arms to wield at all, and six arms to wield to maximum effect. It may be wielded with four arms, but the wielder may only add their STR bonus to damage; to add 1 1/2 their STR bonus, the wielder must have, and employ, six arms.

On a successful critical hit, a wielder may choose to grapple the opponent with two of the blades (+2 to wielder's grapple check). If the grapple check is successful, the opponent is considered grappled and the wielder may automatically deal 1d8 points of damage against that grappled opponent in each round from sawing at the target with the articulated blades. The wielder cannot attack other targets while using the grappling function.

SUGGESTION:​ Do nothing. If someone has four or six arms and wants to employ them using this abominable contraption instead of quadruple- or sextuple-wielding bastard swords, be grateful, DMs.

Sharktooth Staff This mammoth club is built with shark’s teeth or similar implements of pain and laceration embedded all over the business end, and can flense and strip flesh, muscle and sinew from targets it strikes.

SUGGESTION:​ Do nothing.

Snake Chain The Snake Chain is a r​each weapon,​ essentially a ten-foot length of chain, not unlike a spiked chain, except it has a weight, often a stylized snake’s head, on the end but no spikes. It may be used against adjacent targets and its use does not provoke an attack of opportunity.

The Snake Chain is so named because Medusae are fond of using the weapon, woven through her snakes. She may make attacks with the snake chain normally whilst wielding it this way, leaving her hands free for other purposes, such as wielding additional weapons or spellcasting. Anyone may wield them in their hands, howeer.

Because the chain can wrap around an enemy's leg or other limb, characters may make trip attacks with it. If the medusa wielding a snake chain in her snakes is tripped during her trip attempt, she cannot drop the chain to avoid being tripped, but users wielding one by hand (including medusa who choose to do so,) may. When using a snake chain, all characters get a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if she fails to disarm her opponent). A snake chain does not transmit the poison of a wielding medusa's snakes. She may choose to attack with the snakes instead of with the snake chain; if so, normal rules and reach for the snakes apply.

SUGGESTION:​ Do nothing.

Spear, Salamander Salamander Spears ar heavier than normal spears, being made entirely from metal. They are heavy, and they also transmit any bodily heat or electricity effects the wielder may have. If the wielder is under any effect that causes their natural weapon attacks to be charged with electricity or fire, or which impart such damage on foes who make unarmed or natural (or armed!) attacks against them, the damage of those effects is added to the damage of the spear. Only the strongest applicable effect from each element applies, and heat effects require the wielder to have been holding or otherwise in contact with the Salamander Spear for at least ten minutes. A thrown Salamander Spear imparts any heat damage effects the wielder had charged it with on a successful strike, and remains too hot for characters not resistant to such heat to pick up for one minute. Electricity effects cannot be transmitted through a thrown Salamander Spear.

SUGGESTION:​ Do nothing.

Spear, Salamander, Long The Salamander Longspear is the r​each ​version of the Salamander spear. It behaves in all respects like a longspear with the properties of a salamander spear.

SUGGESTION:​ Do nothing.

Spear, Salamander, Short The Salamander Shortspear is the shortspear version of the Salamander spear. It behaves in all respects like a shortspear with the properties of a salamander spear.

SUGGESTION:​ Do nothing.

Tail Blade This weapon consists of a blade and the sheath and harness necessary to attach it to a creature's tail. Only creatures with strong, prehensile or semi-prehensile tails, like Lizardfolk, may wield a tail blade. When using a tail blade, the creature may make a melee attack with it as part of a multiweapon fighting routine, or it may make a full attack with the tailblade.

SUGGESTION:​ Do nothing.

Tail Club The tail club is the bludgeoning, club version of a tail blade. Besides its listed statistic differences, it behaves in all respects like a tail blade, above.

SUGGESTION:​ Do nothing.

Stormwrack Exotic Weapons Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

One-Handed Melee

Stingray Whip Martial 15 1d6 x3 10 3 Piercing or Slashing

Ranged

Crossbow, Aquatic Simple 250 1d8 19-20 /x2 40 4 Piercing

Harpoon Simple 15 1d10 x2 30 10 Piercing

Skipping Blade Martial 1 1d3 x3 10 » .5 Slashing £ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” » This weapon’s range increment increases to 15 feet when skipping across water.

Crossbow, Aquatic This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal penalty on ranged attacks underwater (see R​anged Attacks Underwater​), and uses its normal range increment. Aquatic crossbows are favored by aventi, merfolk, and tritons.

SUGGESTION:​ Do nothing.

Skipping Blade This is a double-bladed throwing weapon, about the size of a shuriken but heavier. A skipping blade can’t be used as a melee weapon. The blade is carefully shaped to allow skipping across water or another liquid surface. The weapon’s range increment is increased to 15 feet if there is an intervening body of water between the attacker and the opponent. Skipping Blades are D​ isposable Thrown Weapons ​and M​ onk Weapons.​ A Monk may use them as part of a Ranged Flurry, but not in melee.

SUGGESTION:​ Do Nothing.

Stingray Whip The barbed tail of a stingray can be converted into a flexible F​inesse Weapon,​ something akin to a riding crop. A stingray whip deals no damage to any creature with a +2 or higher armor bonus or a natural armor bonus +4 or higher. The stingray tail no longer contains poison glands, but a residue of its venom remains. A creature that takes damage from the stingray whip must make a DC 12 Fortitude save or take a –1 penalty on attack rolls, damage rolls, and skill checks from painful welts. Treat a stingray whip as leather for purposes of sunder attempts.

SUGGESTION:​ Do Nothing.

Table Template Weapon Proficiency Cost Damage Critical Range Weight Type † (GP (Medium) (lbs) £ )

Light Melee

One-Handed Melee

Two-Handed Melee

Ranged

£ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. † When two types are given, the weapon is both types if the entry species “and,”; or either type (player’s choice at time of attack) if the entry specifies “or.” ♧ The weapon deals s​ubdual damage ​rather than lethal damage. ⇒ R​each weapon.​ ⇌ D​ ouble Weapon.​