Saturday, January 1, 2011

House Rules - New Exotic Weapons

New Exotic Weapons

This is a list of exotic weapons that do not appear in the Player's Handbook, but that I use in my campaigns. As exotic weapons get added to my ongoing campaigns, I will add more to this listing. Some of these weapons have been adapted from Dragon 274, Dragon 281, Dragon 283, Dragon 298, Dragon 301, Dragon 303, and Dragon 304.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Exotic Weapons
Tiny
Source
Cost
Damage
Critical
Range Increment
Weight
Type
Blade Boot
FRCS
15 shillings
1d4
19-20/x2
-
1 lb.
Piercing
Claw Bracer
FRCS
30 shillings
1d4
19-20/x2
-
2 lbs.
Piercing
Crossbow, Strap
W&R
35 shillings
1d2
x2
10 feet
1 lb.
Piercing
Degger
DF:CoL
4 shillings
1d4
19-20/x2
-
2 lbs.
Piercing
Fangcaps
DF:CoL
2 shillings
1d2
x2
10 feet
- lb.
Piercing
Fighting Knife
M
3 shillings
1d6
x2
-
2 lbs.
Slashing
Flickknife
VW:WR
3 shillings
1
x2
5 feet
1 lb.
Slashing
Nail Sheaths
VW:WR
50 shillings
+3
x2
-
1 lb.
Slashing
Nekode
OA
5 shillings
1d4
x2
-
2 lbs.
Piercing
Panther Claw 1
-
75 shillings
1d4
x3
-
3 lbs.
Piercing or Slashing
Sepi
M
2 shillings
1d4
19-20/x3
-
2 lbs.
Slashing
Spike Ball
DF:CoL
5 shillings
1d4
x2
20 feet
1 lbs.
Bludgeoning and Piercing
Sword-Catcher
QF
6 shillings
1d3
19-20/x2
-
1 lb.
Piercing
Tiger Claws
A&EG
5 shillings
1d4
x2
-
2 lbs.
Piercing
Wristblade, Dagger
DF:CoL
20 shillings
1d4
19-20/x2
-
1 lbs.
Piercing
Wristbolt
DF:CoL
1 shillings
1d4
x2
30 feet
½ lbs.
Piercing
Small
Source
Cost
Damage
Critical
Range Increment
Weight
Type
Aidaföld Hatchet
M
10 shillings
1d6
x3
20 feet
3 lbs.
Slashing
Atharak1, 4, 7, 9, 14
M:AtS
2 shillings
1d4/1d4
x2
-
4 lbs.
Bludgeoning
Cedeku1
M
15 shillings
1d6
19-20/x2
-
3 lbs.
Slashing
Chakram
FRCS
15 shillings
1d4
x3
30 feet
2 lbs.
Slashing
Cloak, Bladed
PotS
40 shillings
1d6
19-20/x2
-
8 lbs.
Slashing
Cloak, Dueling 2, 5
-
10 shillings
1d3 3
x2
-
2 lbs.
Bludgeoning
Club, Returning
N:AA
5 shillings
1d4
x3
20 feet
2 lbs.
Bludgeoning
Dart Thrower
PotS
35 shillings
1d4
x2
40 feet
5 lbs.
Piercing
Goblin Splitter
M:AtS
30 shillings
1d6
19-20/x2
-
2 lbs.
Slashing
Sai
A&EG
1 shilling
1d4
x2
-
2 lbs.
Piercing
Kell Axe
ER
7 shillings
1d6 or 1d4
x3 or x4
-
6 lbs.
Slashing or Piercing
Returner
DF:CoL
2 shillings
1d6
x2
30 feet
2 lbs.
Slashing
Sleeve Shield
VW:WR
300 shillings
1d6
19-20/x2
-
8 lbs.
Slashing
Staghorn1
M:AtS
15 shillings
1d4
19-20/x2
-
4 lbs.
Piercing
Sword-Breaker
QF
10 shillings
1d4
19-20/x2
-
3 lbs.
Slashing
Sword, Butterfly
A&EG
10 shillings
1d6
19-20/x2
-
2 lbs.
Slashing
Tail Knife
VW:WR
65 shillings
1d6
x2
-
3 lbs.
Slashing
Tail Mace
VW:WR
45 shillings
1d6
x2
-
3 lbs.
Bludgeoning
Tonfa
A&EG
2 pennies
1d6
x2
-
2 lbs.
Bludgeoning
War Fan
A&EG
30 shillings
1d6
19-20/x3
-
3 lbs.
Slashing
Whip-Dagger 1, 4, 10
-
25 shillings
1d6
19-20/x2
15 feet
3 lbs.
Slashing
Whipsword
VW:WR
200 shillings
2d4
x3
-
3 lbs.
Slashing
Wristblade, Shortsword
DF:CoL
20 shillings
1d6
19-20/x2
-
2 lbs.
Piercing
Medium
Source
Cost
Damage
Critical
Range Increment
Weight
Type
Bolas, Three-Ball
QF
15 shillings
1d6
x2
10 feet
4 lbs.
Bludgeoning
Chainball
DF:CoL
10 shillings
1d6
x2
10 feet
8 lbs.
Bludgeoning
Crescent Sword
QF
30 shillings
1d6
x2
-
4 lbs.
Slashing
Dagger-Sword 4, 7, 9
N:AA
60 shillings
1d8/1d4
19-20/x2
-
5 lbs.
Slashing
Dragnet
DF:CoL
25 shillings
Special
N/A
5 feet
8 lbs.
Special
Fishing Gaff 1, 4
-
8 shillings
1d6
x3
-
6 lbs.
Piercing
Hydraflail 1
-
40 shillings
1d8
x3
-
10 lbs.
Bludgeoning
Iron -Breaker
QF
35 shillings
1d10
x2
100 feet
6 lbs.
Bludgeoning
Khopesh4
FRCS
20 shillings
1d8
19-20/x2
-
12 lbs.
Slashing
Mürblade
DF:CoL
50 shillings
1d8 or 1d6
x3 or x4
-
8 lbs.
Slashing or Piercing
Razor Net 5
-
50 shillings
1d6
x2
10 feet
15 lbs.
Slashing
Scourge1 4
FRCS
20 shillings
1d8
x2
-
2 lbs.
Slashing
Serrated Horncaps
DF:CoL
75 shillings
1d10
19-20/x2
-
5 lbs.
Slashing
Sword, Razor
N:AA
90 shillings
1d10
18-20/x2
-
4 lbs.
Slashing
Swordgrinder6
-
50 shillings
1d8
19-20/x2
-
4 lbs.
Slashing
Vardatch
M
20 shillings
1d8
18-20/x2
-
16 lbs.
Slashing
Vardatch, Crafted
M:AtS
50 shillings
1d10
19-20/x2 or 20/x3
-
12 lbs.
Piercing or Slashing
Warscepter12
DD
30 shillings
1d10
x3
-
15 lbs.
Bludgeoning
Large
Source
Cost
Damage
Critical
Range Increment
Weight
Type
Angel's Blade
DF:CoL
150 shillings
2d6
19-20/x2
-
8 lbs.
Slashing
Axe, Battering
W&R
200 shillings
3d6
x3
-
40 lbs.
Piercing and Slashing
Axe, Mastodon 7
N:AA
80 shillings
1d12
x4
-
20 lbs.
Slashing
Belly Spear 7, 8
-
15 shillings
1d8
x4
-
12 lbs.
Piercing
Bladed Flail 1, 4
-
45 shillings
1d10
x2
-
20 lbs.
Slashing
Bladed Staff 9
-
50 shillings
1d8/1d8
x2
20 feet
10 lbs.
Slashing
Broad-Bladed Shortspear 8
-
25 shillings
1d12
x3
20 feet
7 lbs.
Piercing
Chain-Axe
PotS
45 shillings
2d6
x3
-
25 lbs.
Slashing
Daishalar9, 11
-
125 shillings
1d6/1d4
18-20/x2
-
6 lbs.
Piercing
Drefaldwynish Horse Spear
M:AtS
15 shillings
1d8 or 1d10
x3 or x2
-
12 lbs.
Piercing or Bludgeoning
Firesand Caster
VW:WR
200 shillings
1d6
-
20 feet
30 lbs.
Fire
Footbow
QF
175 shillings
1d10
x3
150 feet
7 lbs.
Piercing
Greatbow
N:AA
150 shillings
1d10
x3
100 feet
4 lbs.
Piercing
Greatbow, Composite
N:AA
200 shillings
1d10
x3
110 feet
4 lbs.
Piercing
Harpoon Crossbow
PotS
100 shillings
1d10
19-20/x2
50 feet
10 lbs.
Piercing
Hookchain 4,
DF:CoL
25 shillings
2d4
20/x2
-
10 lbs.
Piercing
Hookstaff 4, 9
VW:WR
27 shillings
1d8/1d8
20/x4
-
12 lbs.
Piercing and Slashing
Lance, Ahaliat
M:AtS
8 shillings
1d6
x3
30 feet
5 lbs.
Piercing
Mancatcher
QF
40 shillings
Special
-
-
12 lbs.
Special
Naceadan Thunder Club
-
75 shillings
1d10
x2
20 feet 10
15 lbs.
Bludgeoning
Scythestaff
DF:CoL
20 shillings
1d6/1d6 or 2d4
x2 or x4
-
8 lbs.
Bludgeoning or Piercing
Siege Crossbow
QF
250 shillings
2d6
19-20/x2
150 feet
24 lbs.
Piercing
Sword, Executioner's
N:AA
60 shillings
1d10
x4
-
10 lbs.
Slashing
Three-Section Staff
A&EG
4 shillings
1d8
x3
-
8 lbs.
Bludgeoning
Vardatch, Greater Crafted
M:AtS
40 shillings
2d6
19-20/x2 or 20/x3
-
26 lbs.
Piercing or Slashing
Huge
Source
Cost
Damage
Critical
Range Increment
Weight
Type
Arbalest
W&R
400 shillings
2d8
x3
120 feet
45 lbs.
Piercing
Horned Club
DF:CoL
15 shillings
2d8
x2
-
12 lbs.
Bludgeoning and Piercing
Ogre Mattock
PotS
50 shillings
2d6
x2
-
50 lbs.
Bludgeoning
1 This weapon provides a bonus to disarm attempts
2 This weapon provides a bonus to parry attempts
3 This weapon inflicts nonlethal damage rather than lethal damage
4 This weapon may be used to trip an opponent. If you are tripped during your own trip attempt, you may drop the weapon to avoid being tripped.
5 This weapon may be used to grapple an opponent.
6 This weapon provides a bonus to sunder attempts.
7 Reach weapon
8 This weapon may be set against a charge as a readied action. If set, the weapon deals double damage against a charging foe.
9 Double weapon
10 This weapon uses special rules for ranged attacks. See the weapon description for details.
11 A Medium or larger creature may use Weapon Finesse with this weapon.
12 A Medium creature may use this weapon two-handed as a Martial Weapon.
13 A Large creature may use this weapon two-handed as a Martial Weapon.
14 A Small or larger creature may use Weapon Finesse with this weapon.

Exotic Weapon Descriptions

Aidaföld Hatchet: This long-handled axe is balanced for close fighting and throwing. Pairs of these weapons are often wielded by Aidaföld dwarves for two-weapon fighting.

Strip Type
Cost
Adamantine
500 shillings
Cold Iron
75 shillings
Silver
200 shillings
Angel's Blade: These large greatswords are a favored weapon among warriors from Menævia. They look like normal greatswords except for the rectangular groove cut into the center of the blade. This groove accepts special slotted metal strips that are fitted to the sword to allow it to bypass damage reduction based on a weapon's composition. Thus, a character might fit a silver strip in order to more effectively fight a werewolf, or a strip of cold ion when attacking a rampaging horde of dretches.

It requires a full-round action that provokes an attack of opportunity to add or remove a strip from the weapon. A weapon does not gain any special abilities of the metal used in the strip, such as the enhancement bonus of adamantine.

Arbalest: The arbalest is so cumbersome that two Medium creatures must team up to use it, and Small creatures must have four crew to operate it properly. If looses a bolt that is roughly the size of a halfspear and its recoil is so great that simply using the weapon takes a full-round action. Reloading the weapon requires two more full-round actions. It is commonly used by both dwarves and goblinoids in sieges.

These weapons are typically assigned to two-person teams; typically the loader also steadies the weapon on his back while the archer takes aim. Because of their size and weight, arbalets are found almost exclusively in large besieging forces and rarely show up in a patrol or raiding party.

Atharak: Kobolds use their agility to overcome their lack of strength, and this strategy extends to their weapon choices. An atharak is one such weapon; it appears to be nothing more than a length of braided leather and rope with two hollowed out stones tied to the ends, but in the hands of a trained kobold warrior, it can become a whirlwind of stinging attacks. The atharak can be used to attack adjacent opponents or as a reach weapon, striking foes up to 10 feet away. Also, a character can fight with it as if fighting with two weapons, incurring all the normal penalties as if using a one-handed weapon and a light weapon. If used as a double weapon, it may only be used to strike adjacent opponents.

An atharak can be used to make trip attacks. If the wielder is tripped during his own trip attempt, the atharak can be dropped to avoid being tripped. The atharak also gives a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed after failing to disarm the opponent. The Weapon Finesse feat may be used by a Small character to apply a character's Dexterity modifier instead of their Strength modifier to attack rolls with an atharak.

An atharak is easily disguised as a piece of harness, equipment, or clothing. Attempts to hide or disguise an atharak receive a +4 circumstance bonus.

Masterwork and enchanted atharaks are exceedingly rare, but like all double weapons, each end of the atharak must be enhanced separately. It is possible to enhance only one end of an atharak, in which case only that end of the weapon receives the benefits of being a masterwork or magical weapon.

Axe, Battering: A wielder must have a Strength score of at least 18 or he suffers a -2 circumstance penalty on attack rolls with the weapon. A battering axe resembles a siege ram more than a standard weapon, with a broad, jagged blade nearly twice the size of a greataxe head. When used to break down a door, it grants a +4 circumstance bonus to strength check, but the check cannot benefit from the help of a second person.

In combat, just swinging these immense weapons requires the full attack action, to they cannot benefit from multiple attacks per round.

In addition, each time the wielder misses his target with a battering axe, he takes 1d6 nonlethal damage from the exhausting process of swinging the weapon back into attack position.

Axe, Mastodon: This is a huge axe with a crescent-moon shaped blade and is specifically designed for hamstringing mastodons, though it is capable of delivering devastating blows against any sort of foe. The weapon is quite intimidating, and is often decorated to make it look even more menacing. This weapon was developed in the Dekkulde Islands for use against mastodons, but it has also proved to be popular among warriors from Nuþralia, who use it against the saurian creatures from the Polþian Swamp, and many warriors from that region are skilled in its use.

Mastodon axes are capable of inflicting tremendously damaging critical hits. Unfortunately, they are so close to being Huge weapons that any Medium-sized user suffers a -4 attack penalty when wielding one, and any Large creature suffers a -4 attack penalty when attempting to use one one-handed, even if they are proficient with the weapon.

The mastodon axe has a 10-foot reach, allowing the wielder to use it with relative safety against massive foes such as dinosaurs, dragons, elephants, mastodons, and the like.

Belly Spear: The belly spear is similar to a longspear, but it has a wickedly barbed head that can inflict devastating wounds. A belly spear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a belly spear against a charge, you deal double damage on a successful hit against charging character.

Blade Boot: Custom-fitted to the wearer's own boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The buyer can simply add one blade to either of his boots at the given cost, or buy a matched set for double the given cost.

The wearer's movement is not impaired when the blades are retracted. With one of both blades extended, the wearer cannot run or charge. A monk using the blade attacks as if unarmed. The Weapon Finesse feat can be applied to blade boots.

Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Checks made to escape from rope bonds,

It takes a character trained in both Craft: Cobbling and Craft: Weaponsmithing to make blade boots. The Craft DC is 20 to refit an existing boot with a blade, or 15 to make a new pair. Refitting a boot takes about a day of work, if the blade and materials are on hand, or a week if they must be fashioned from scratch. Making a new pair of blade boots takes about a week.

Bladed Flail: Often favored by eurozoic warriors, this is 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 to attacks granted by those feats. This weapon also grants the same bonuses to trip and disarm attacks as a standard flail.

Bladed Staff: The bladed staff is a six-foot long weapon with blades at either end. The bladed staff is a double weapon. An individual may fight with it as if fighting with two weapons, but if they do, they incur all of the normal attack penalties associated with fighting with two weapons as if they were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124 of the Player's Handbook). A creature using a double weapon in one hand cannot use it as a double weapon. This weapon may be thrown as a ranged weapon with a range increment of 20 feet. The complex fighting styles typically employed with this weapon typically use its haft for defense.

As with all double weapons, in order to make a bladed staff into a masterwork or enchanted item, each end of the weapon must be enhanced separately. It is possible to enhance only one end of a bladed staff, in which case only that end of the weapon receives the benefits of being a masterwork or magical weapon.

Bolas, Three-Ball: The three-ball bolas is made from three heavy wooden or metal spheres connected by a length of chain or strong cord and is designed to both damage and trip an opponent at range. When you throw the three-ball bolas, make a ranged touch attack against the target. if you hit, the target is tripped and may not trip you. If the target fails a Grapple check against your attack roll, it is also grappled. A three-ball bolas may only grapple Large sized creatures or smaller. The target can free itself from the bolas with a full round action that provokes attacks of opportunity.

Broad-Bladed Shortspear: The heavy steel spear tip of this weapon makes it difficult to use without special training. Like a normal shortspear, this is not a reach weapon, but may be set against a charge.

Cedeku: This small hook-bladed sword is commonly used by warriors from Elizon. Because of the cedeku's hooked blade, you gain a +2 bonus on opposed attack rolls to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent. The cedeku is treated as a Medium-size weapon when it wielder is making a disarm attempt.

Chain-Axe: No one is quite sure when these weapons became favored by euroz, or when they learned to make them, but they are extremely popular among eurozoic chieftains and other veteran fighters in the ranks. The chain-axe is a large, two-headed axe mounted on a length of chain. The wielder whirls the chain rapidly, controlling the position of the axe by pulling in or letting out the chain. a skilled wielder can inflict considerable damage on his targets. Those untrained in the strange weapon's use or who have not been using it for very long may find themselves in a serious predicament, as the weapon can be dangerous to wield.

The rapidly whirling axe is very hard to parry or dodge; wielders gain a +1 bonus to attack rolls against any target that does not have a shield. The weapon has 10 foot reach, and cannot be used against an adjacent foe. If an attack misses by five or more points, the chain-axe has gotten entangled, requiring a full-round action to disentangle. Missing by 10 or more points causes the wielder to strike himself with the axe blade, also entangling the weapon as above.

Chainball: The chainball consist of a metal ball the size of a haflling's head attached to a short length of chain. Only Small creatures can use a chainball without modifying the chain length to suit their size, at a cost of 100 shillings. Halflings swing the chainball around their heads, building up enough force to smash the ball into their opponents. A chainball can also be hurled with a range increment of 10 feet. An opponent of Medium size or smaller that is struck by a haurled chainball must make a Reflex save (DC 10 + the damage dealt) or be knocked back 5 feet by the force of the impact.

Chakram: The chakram is a throwing disk or quoit about 1 foot in diameter with a sharpened outer rim.

Claw Bracer: Popular with dragon shamans, sorcerers, and wizards of the Cult of the Dragon, a claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches beyond the tip of the wearer's extended fingers. The wearer can cast spells normally while wearing the bracer, and cannot be disarmed.

Cloak, Bladed: Bladed cloaks are stealthy weapons that are not easily detected by casual observation, and thus are useful for combat in places where weapons would not normally be allowed. A character is always considered armed when wearing a bladed cloak, thus he need not draw his weapon to make an attack. The bladed cloak may not be disarmed or sundered.

Cloak, Dueling: This exotic weapon is actually nothing more than a common cloak, although it is usually made of thick, sturdy leather. Because it is a defensive weapon, it is almost always used as an off-hand weapon along with a rapier or similar weapon. The dueling cloak has two primary uses: It can be used like a buckler, granting a +1 bonus to Armor Class that stacks with the bonus from a suit of armor, or it can be used to blind a foe in a grapple, after establishing a hold and making a successful grapple check, by throwing it over the foe’s head instead of dealing damage. This form of attack follows the all the normal rules and restrictions on grappling, and you lose the cloak’s armor bonus when grappling in this fashion.

Although you can be disarmed, you do not lose your dueling cloak, nor do characters who disarm you have the ability to pick up the cloak and take it from you; instead, you continue to wear your cloak and must draw it again (wrap it around your arm) to use it. The dueling cloak also grants a +2 to parrying attempts you make with it. A dueling cloak has the same armor check penalty and spell failure chance as a buckler in any round that it is used as a weapon or a shield. You cannot gain the bonus to Armor Class from both a dueling cloak and a shield.

Club, Returning: These unusual clubs were originally designed for hunting birds. Though a returning club does not inflict much damage, a properly thrown club will actually fly back to the user on a missed attack. Returning clubs are found mostly in the hands of the denizens of the Tozlu Desert.

On a successful hit, he club does not return. On a failed attack roll, the club will return to the attacker, and can be caught with a successful DC 15 Dexterity check. On a failed check, the club lands at the attacker's feet. Returning clubs can be used to inflict nonlethal damage if the thrower accepts a -4 attack penalty.

Some returning clubs have sharpened blades. these weapons inflict 1d6 points of damage and cannot be used to inflict nonlethal damage.

Crescent Sword: The crescent sword is a peculiar looking weapon that takes a great deal of practice to use effectively. Appearing as a greatly exaggerated scimitar, the blade can curve almost all the way back to the wielder. This grants the crescent sword the ability to bend right around a shield when swung, rendering them completely ineffective. So long as the wielder has Exotic Weapon Proficiency in the crescent sword, any shield bonus to the enemy's Armor Class is ignored.

Crossbow, Strap: Conventional wisdom would never have many savage humanoids using a weapon of this fragility and size, but their tiny bolts turn up in a lot of unsuspecting throats. The strap crossbow is a minuscule weapon that attaches to the wielder's gauntlet or to a leather strap on the back of the wrist. it is kept loaded and cocked, set to fire on a hair trigger. Reloading a strap crossbow requires a full-round action.

A strap crossbow can be used as a free action, and because of the speed of its action it does not provoke an attack of opportunity. The wielder simply bends the wrist slightly, and the bolt speeds to its target before the defender can react. Its needle thin bolt deals little damage, but it is a popular weapon for delivering poisons at close range.

Dagger-Sword: A dagger-sword is a straight-bladed sword similar to a longsword. The pommel of the sword can be detached, revealing a dagger hidden inside the hilt. The dagger is typically attached to the sword with a thick leather strap or thin chain. This makes it more difficult to disarm, and also allows the user the swing the dagger from the chain, striking enemies up to 10 feet away.

Dagger-swords are wielded mostly by warriors from Drefaldwyn and Brion, and appear to be an adaptation of the Owarikawan weapon called the chijikiri. A dagger-sword can be used as a longsword, a dagger with a 10-foot reach and the ability to make trip attacks, or as a double weapon without reach that provides a +4 to opposed attack rolls when resisting a disarm attempt. Switching between uses of the weapon counts as a move-equivalent action unless the wielder has the Quick Draw feat.

As with all double weapons, in order to make a dagger-sword into a masterwork or enchanted item, each end of the weapon must be enhanced separately. It is possible to enhance only one end of an dagger-sword, in which case only that end of the weapon receives the benefits of being a masterwork or magical weapon.

Daishalar: A favored weapon of Enslaic swashbucklers, the daishalar is essentially a rapier with a dagger blade attached to its pommel. Because of this arrangement, the daishalar is usually held in a high guard position, with the blade angled down toward the opponent. This makes the daishalar difficult to master, but it is a deadly weapon nonetheless. An accomplished wielder can lunge past his foe, thrusting with the leaf-shaped rapier blade as he passes, then reverse the thrust to ram the dagger into a foe’s back.

A Medium creature can use the Weapon Finesse feat (see page 86 of the Player's Handbooks) to apply their Dexterity modifier instead of their Strength modifier to attack rolls with a daishalar. The daishalar is a double weapon. You may fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124 of the Player's Handbook). Creatures using the daishalar one-handed cannot use it as a double weapon.

As with all double weapons, in order to make a daishalar into a masterwork or enchanted item, each end of the weapon must be enhanced separately. It is possible to enhance only one end of an daishalar, in which case only that end of the weapon receives the benefits of being a masterwork or magical weapon.

Dart Thrower: This small crossbow allows its user to fire darts instead of normal bolts. The mechanism holds two darts at a time, and the user can choose to fire either one or two with a single action. If two darts are fired, both must have the same target and the attacker suffers a -2 penalty to his attack roll. Darts specially made for the dart thrower come in clips of six, two of which can be attached at any given time. Reloading from a clip is a free action, while retrieving and loading up to two clips can be accomplished as a full round action.

Degger: The degger is a two-bladed knife that is useful for quickly cutting ropes, skinning fish, and disarming opponents. The two blades are slightly angled in the pommel and offset to create a sall opening in which blades can be trapped momentarily. A proficient user that attempts to disarm an opponent with a degger gains a +2 equipment bonus to the attempt. In addition, because of its strange construction, a degger's wielder gains a +2 equipment bonus on any attempt to avoid being disarmed.

Part of a degger's training involves learning to catch weapons in the space between the two blades. As a result, if a character wielding the degger readies an action he may attempt to disarm any opponent that attacks him as an attack of opportunity. This does not provoke an attack of opportunity, although a normal disarm attempt does.

Dragnet: The sensheidorein warriors of the Minzoku Republics fight best from horseback, and they breed the largest and strongest steeds in the Three Worlds. the dragnet was created to take advantage of the horses' great strength as well as the mounted prowess of their riders. This net is attached to a rope that can be wound about a special saddle pommel, which snaps down to secure the rope to the horse.

When a mounted character throws a dragnet, he makes a ranged touch attack against the target. A dragnet's maximum range is 5 feet. if he hits, he can choose to release the net and entangle his for or attempt to drag the opponent.

An entangled creature takes a -2 penalty on attack rolls, suffers a -4 penalty to Dexterity, can move at only half speed, and cannot charge or run. if you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. if the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

An entangled creature can escape as a full-round action with a DC 20 Escape Artist check. The net has 5 hit points and can be burst as a full-round action with a DC 25 Strength check.

In order to drag a creature, the attacker's mount must make a Strength check: DC 20 for Small creature, DC 15 for Medium creatures, and DC 25 for Large creatures. if the target is prone, the mount gains a +4 bonus to its Strength check. The target adds any bonuses it gains to avoid being tripped, such as the stability provided by multiple legs or the dwarven racial ability, to the DC of the drag attempt.

If the mount's Strength check fails, it stops 10 feet from the creature it attempted to drag and takes 1d6 points of damage. The mount's rider must make a DC 20 Ride check or fall to the ground prone, also suffering 1d6 points of damage. If the mount's Strength check succeeds, it pulls the target to a prone position and drags it behind it. For every 20 feet the mount moves with a trapped creature, the creature suffers 1d4 points of nonlehtal damage. A creature being dragged must make a DC15 Reflex save each round or be unable to act in any way.

A dragnet is useful only against creatures within one size category of the wielder.

A dragnet must be folded the be thrown effectively. The first time you throw your dragnet in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a -4 penalty on attack rolls with it. it takes 2 round for a proficient user to fold a dragnet and twice that long for a nonproficient user to do so. A character attempting to fold a dragnet while mounted must make a DC 5 Ride check as a free action to guide his mount with his knees.

Drefaldwynish Horse Spear: This heavy lance is a favorite of the Drefaldwynish cavalry, who were forced to ride and fight from horseback due to the repeated Ahaliat incursions into their land. Eschewing the light lance of the Ahalist tribesmen, the Drefaldwynish horsemen favor a heavy lance that takes advantage of their size and strength. Drefaldwynish cavalry have a strong tendency to stay in one place and bludgeon an opponent they have recently charged, and these lances are made to be used as greatclubs as much as lances.

The Drewfaldwynish horse spear is like a heavy lance in all respects except that it can be grasped with both hands and wielded as a greatclub against adjacent opponents. The two sets of statistics provided on the table above show the two different modes that this weapon may be used in.

Fangcaps: Commonly used by creatures with a bite attack who don't want to appear to be otherwise armed, fangcaps are small mouth darts that can be fitted over such a creature's oversize teeth and then removed and spit at opponents. These darts have a 10-foot range increment and a maximum range of 20 feet, unless they are used with a blowgun or other device, in which case they have the standard range for that weapon.

Fangcaps can be filled with poison which can be kept at the ready should the user need to deliver it. Venomous wearers can deliver their natural poison via a fangcap as well. it is a free action to fill a worn fangcap with natural poison in this way.

Any creature with a bite attack could conceivably wear fangcaps, as could any creature under the effects of an alter self spell. As such, these devices are a favored weapon among changeling spellcasters.

Fighting Knife: These oversized, curved blades are almost as large as short swords. The halfling warriors of the Tozlu Desert often wield one in each hand when fighting off outsiders,

Firesand Caster: A firesand caster, like a huge bellows, draws firesand from a sealed container. With a single pump of the bellows, the user can spray a gout of burning firesand at foes. A standard jar holds enough sand for six shots. The weapon has only a single range increment of 20 feet and becomes completely ineffective beyond that range. Anyone in a 20-foot line from the caster suffers 1d6 points of fire damage. items receive a -5 circumstance penalty to their saving throws. The sand continues to burn for three rounds beyond the initial attack.

Since the sand begins to burn while passing through the bellows itself, these items wear out rather quickly. With every use of the weapon, one must make an item save with a DC equal to the number of shots the caster has fired. Failure means the item detonates, immolating the user for 1d6 x the number of shots remaining in the caster's sealed tank - including the shot being fired.

Fishing Gaff: A fishing gaff is a four-foot length of wood with a barbed metal hook at the end. Because of the gaff's curved hook, a proficient wielder can make trip attacks with it at a +2 bonus. if the wielder is tripped during his own trip attempt, he can drop the gaff to avoid being tripped. When using a fishing gaff, the wielder gets a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if he fails to disarm his opponent).

Flicknife: These tiny, teardrop-shaped blades don't do very much damage, but a skilled user can throw a tremendous number of them at a target. They are about an inch and a half long, and a proficient user can hold several in the hand at one time. The user bends his arm back near his ear, his wrist twisted backwards, and snaps his fingers, sending a blade spinning at its target with surprising speed. The flicknives deal only minimal damage, but the tiny blades are often merely delivery devices for poisons, making them popular among goblins, poison dusk lizardfolk, and many slytheen broods. One trained to use these blades can flick three of them for each attack, provided the character already has them in hand. Neither strength bonuses or penalties apply to damage inflicted with flicknives. Flickknives can be thrown with both hands during a single round using the standard rules for attacking with two weapons.

Footbow: A massive and outsized weapon, the footbow shares much in common with a longbow, but is even larger, with some stretching over nine feet/ Commonly used by defenders on higher ground, the footbow may only be used while the archer is prone. Sitting down, the archer places his feet in two stirrups and then notches an arrow, drawing it up to his chin before releasing. Two hands and two feet are required to use the footbow, though creatures of Large size or greater may use it as a normal longbow. Two full-round actions are required to reload this weapon. The footbow has exceptional range, but requires a great deal of practice to target accurately. A sheaf of twenty footbow arrows costs 5 shillings and weighs six pounds.

Goblin Splitter: This knife was originally developed in Myrgard specifically to combat goblins. The knife's blade is curved upward to slip under and through goblin exoskeletons, but serrated to do maximum damage as the knife is jerked out of the wound. Any proficient user gains a +1 bonus to damage against goblinoids, and gains a +4 bonus to attack rolls made to confirm a critical hit against goblinoids. Non-proficient users to not gain these benefits and suffer the normal penalty for using an exotic weapon.

Greatbow: A greatbow is even more difficult to master than a longbow. It stands over six feet high, has a draw weight of 100 pounds of more, and uses razor-tipped arrows measuring well over a yard in length. You need at least two hands to use a bow, regardless of its size. If you have a penalty for low Strength, apply it to damage rolls when you use 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. These weapons are most commonly associated with the elite warriors of Gwenarth, although they are also found fairly commonly in Cadfor. To maintain its awesome damage potential, a greatbow requires special razor tipped arrows; otherwise it functions as a normal longbow. Razor arrows cannot be used in any bow other than a greatbow or composite greatbow.

Greatbow, Composite: This weapon is identical to the greatbow, except that it is backed with strips of horn to provide it with extra spring. You need at least two hands to use a bow, regardless of its size. A composite greatbow is too large to use while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite greatbow requires a Strength modifier of +0 or higher to use with proficiency. A composite greatbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 shillings to its cost. For purposes of weapon proficiency and similar feats, a composite greatbow is treated as if it were a greatbow. To maintain its awesome damage potential, a composite greatbow requires special razor tipped arrows; otherwise it functions as a normal longbow. Razor arrows cannot be used in any bow other than a greatbow or composite greatbow.

Harpoon Crossbow: This weapon consists of a two-foot long barbed metal shaft that cranks back into a weapon much like a heavy crossbow. The butt end of the shaft has a line on it, and the end of the line can be attached to the wielder's belt. A standard harpoon crossbow has 50 feet of line, and the weapon cannot fire its missile further than that distance. A character hit by a harpoon is restricted in movement to the length of the rope used, and the wielder can make an opposed Strength check to pull the trapped character toward him at 10 feet per round. A shaft can be removed by a skilled healer without further damage with a successful Heal check (DC 10 + the damage done by the harpoon), or it can be ripped out. Ripping it out causes a further 1d6 points of damage.

This weapon can also be used as a grappling hook, shooting special metal-tipped harpoons that can hew through rock to create a solid climbing rope.

Hookchain: Commonly used by tieflings, and more rarely found in the hands of euroz and slytheen warriors, this weapon consists of a man-size, barbed hook at the end of the length of chain. The hookchain has reach. Its wielder can strike opponents 10 feet away with it, but cannot use it against an adjacent foe. Hookchains can be used to make trip attacks. If the wielder is tripped during his own trip attempt, he may drop the hookchain to avoid being tripped. In addition, the wielder can pull a mounted enemy from his horse with a successful trip attack.

Hookstaff: The hookstaff is a double weapon with a semi-circular scythe-like blade at each end; one blade is edged on the inside of the curvature, the other on the outside. Once can fight with it as if fighting with two weapons, but those who do incur normal attack penalties as if fighting with a one-handed weapon and a light weapon.

The hookstaff's curved blades make it useful for trip attempts. if the wielder is herself tripped while making a trip attempt, she can drop the staff to keep her balance.

As with all double weapons, in order to make a hookstaff into a masterwork or enchanted item, each end of the weapon must be enhanced separately. It is possible to enhance only one end of a hookstaff, in which case only that end of the weapon receives the benefits of being a masterwork or magical weapon.

Horned Club: Giants and ogres of the north often use giant clubs made from the short, thick trees that can be found growing amidst the ice. They attach the tusks of mammoths and other beasts to the clubs so that they can better penetrate the thick hides of those animals. Against armored foes, horned clubs can be deadly as they decimate the armor even as they tear the flesh of the creature inside.

A creature wielding a horned club ignores up to two points of the target's armor or natural armor bonus when attacking with it. At the end of any combat in which a character or creature wearing armor was struck with the horned club, he must make a DC 10 Reflex save or his armor bonus and armor check penalty each become worse by one point. it requires a repair job equal to ¼ of the armor's value to fix armor damaged in this way.

Hydraflail: Hydraflails are light, three-headed flails. The individual flail heads are smaller than that of a light flail, but the multiple heads are even more effective at disarming foes. When wielding a hydraflail, you get a +4 bonus on your opposed attacks roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).

Iron-Breaker: A curious and rare weapon, the iron-breaker is the ultimate advance in the use of sling bullets. Consisting of a large sheaf that is strapped to a slinger's forearm, and over-sized sling bullet is placed within and then the whole weapon is swung with great force, imparting a huge amount of energy to the bullet as it flies towards the target. Though requiring great skill to use, a good deal of damage can be caused by the humble sling bullet when used in conjunction with an iron-breaker. A pouch of ten of the over-sized bullets used with an iron-breaker costs 1 shilling and weighs 10 pounds.

Kell Axe: As much a tool as it is a weapon, a kell axe is a handaxe with a light pick on the back of the blade, which could be used as either type of weapon. This may be wielded as a martial weapon, but the wielder has to pick which type of damage to deal in each round. A wielder with the exotic weapon proficiency with the kell axe may switch between using the axe blade and using the pick head with each attack. The first damage given is for the axe blade, the second for the pick. In order to make a kell axe into a masterwork or enchanted item, the axe head and pick head of the weapon must be enhanced separately. It is possible to enhance only one head of a kell axe, in which case only that head of the weapon receives the benefits of being a masterwork or magical weapon.

Khopesh: The khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hook-like blade.

Lance, Ahaliat: The Ahalist lance deals double damage when used from the back of a charging mount. This weapon has reach, allowing you to strike opponents up to 10 feet away with it, but it cannot be used against an adjacent foe. The Ahaliat lance can be thrown from horseback, with a range increment of 10 feet. The lance may also be thrown as part of a special charge attack that culminates in a ranged attack with the lance, in which case the normal rules for extra damage when charging with a lance still apply.

Mancatcher: The mancatcher is a pole-arm used to aid grapple attacks. By striking an opponent at range, he may be held immobile and unable to strike back. The mancatcher also has sharp spikes within its large metal and spring-loaded grips that can cause a considerable amount of pain to anyone trapped within this weapon's grasp The mancatcher has a reach of 10 feet. If used to grapple, it does not provoke an attack of opportunity and you gain a +2 competence bonus to their Grapple check. Once an opponent is grappled, you may opt to cause 1d3 points of damage automatically in every round they are held.

Mürblade: After seeing the kell axe in action, the dwarves of Steinigreich developed the mürblade, a larger and heavier version of the axe and pick combination. The weapon is commonly used by dwarves from Steinigreich, and its use has spread among many kell tribes as well. This may be wielded as a martial weapon, but the wielder has to pick which type of damage to deal in each round. A wielder with the exotic weapon proficiency with the mürblade may switch between using the axe blade and using the pick head with each attack. The first damage given is for the axe blade, the second for the pick. In order to make a mürblade into a masterwork or enchanted item, the axe head and pick head of the weapon must be enhanced separately. It is possible to enhance only one head of a mürblade, in which case only that head of the weapon receives the benefits of being a masterwork or magical weapon.

Naceadan Thunder Club: This long wooden club is set with sharp iron spikes. In addition to being used as a great club, the Kastillian 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 – 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 toward the enemy in a 20 foot cone that deals 2d4 points of Piercing 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 finished ammunition packets, a character with the Craft: Alchemy skill may also create them by spending half the full cost for materials and making a successful DC 25 Craft: Alchemy check.

Nail Sheaths: These are ornate metal sheaths that fit over the claws and firs digit of a slytheen hand, adding 3 points to the ratman's claw attack damage. The price listed in the table is for a matched set of fairly basic design. In addition to their use in combat, slytheen often wear nail sheaths as a decorative accessory. Some of the more ornate sets, intricately decorated with precious metals and gems, go for up to five times the listed price.

Even though they are listed as exotic weapons, a slytheen needs no training to wear these items as they simply add damage to their already existing unarmed attack. Other races can also use nail sheaths with unarmed attacks (including a monk's unarmed attacks), although they will require the appropriate exotic weapon proficiency to employ the nail sheaths effectively.

Nekode: A nekode is a strap or glove fitted with spikes in the palm, favored as both a weapon and a climbing tool by goblinoid zloděj. Your opponent cannot use a disarm action to disarm you of a nekode. An attack with a nekode is considered an armed attack. A monk using a nekode can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Using a pair of nekodes while climbing grants a +1 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus from using a climber's kit.

Ogre Mattock: Ogres are not normally crafters. A rare few have the discipline and skill needed to actually forge weapons, and one of the weapons ogre smiths almost all learn to make is the ogre mattock. Any character of Medium-size or smaller who is struck by this weapon must make a Fortitude save (DC 10 + the damage dealt) or be knocked back 5 feet. Characters affected in this way must also make a Reflex save (DC 15) or lose their footing and fall prone.

Panther Claw: The panther claw appears as a punch dagger that has two extra blades. The weapon retains the punch dagger’s deadly force, but 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.

Razor Net: These wicked weapons act like standard nets, but their barbs are larger and sharpened, 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. All other effects are as a standard net. Exotic Weapon Proficiency (Net) allows use of either the standard net or a razor net.

Returner: Often used by savage lizardfolk tribes, this weapon is made almost completely of wood, with a sharpened bone edge on one side that creates a deadly striking surface. It resembles a primitive kukri except that it has two opposite handles that allow it to be thrown from a variety of positions without losing its balance. A proficient wielder can throw a returner in such a way that it returns to its user if it does not strike its target. This can be very useful to characters who cannot carry a lot of equipment but still wish to deliver deadly attacks at range. Non-proficient users cannot use this ability, although they may still throw a returner with the normal penalties for non-proficiency.

Sai: A sai's pronglike extrusions are designed to help catch and disarm opponent's weapons. If you attempt to disarm your opponent using a sai, you gain a +4 bonus on the opposed attack roll. (You don't gain any bonus if someone tries to disarm you of your sai). A monk using tiger claws can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers. The cost and weight are for a single tiger claw.

Scourge: A scourge is a multitailed, barbed whip. The scourge is often dipped in a poison delivered via injury (such as greenblood oil, Medium-size spider venom, or Large scorpion venom). With a scourge, you get a +2 bonus on your attack rolls when attempting to disarm and enemy (including the roll to avoid being disarmed if you fail to disarm your enemy).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Scythestaff: In many places carrying a weapon in the open is frowned upon. Still, farmers and travelers must defend themselves from brigands and monsters. For this reason, many have taken to carrying scythestaves. The scythestaff looks like a normal walking staff or quarterstaff and can be wielded as such, but a blade can be made to swing out of its wood when the weapon is activated by the user. it can then be wielded like a scythe. The first set of statistics are for when the weapon is wielded as a quarterstaff, and the second is for when it is wielded as a scythe. Making a masterwork or enchanted scythestaff is a complicated process as each element of the weapon must be enhanced separately.

Sepi: These wide, curved blades are often dual-wielded by the warriors of Calder and Roholukraj when they fight in melee.

Serrated Horncaps: Thse razor-lined horncaps must be specially fitted to each individual, and only creatures with a gore attack may use serrated horncaps. Existing horncaps can be refitted for a cost of 100 shillings. When a creature with a gore attack is wearing horncaps, his gore attack deals 1d10 points of slashing damage and threatens a critical on a 19-20. In addition, he adds 1d6 points of damage when using the powerful charge ability. This last benefit only applies if the wearer is proficient with the serrated horncaps. Serrated horncaps are most often used by minotaurs.

Siege Crossbow: A siege crossbow is a variant of an arbalest. Sometimes called a portable ballista, the siege crossbow is impossible for a Medium creature to use without resting it upon a solid surface or using the fold-away bipod on its underside, the siege crossbow is the weapon of choice to intimidate an enemy as its massive bolts can make a mockery of the heaviest of armor. Loading a siege crossbow takes two full-round actions, both of which will provoke attacks of opportunity. When using a siege crossbow, your attacks ignore your target's armor and shield bonuses. A case of 20 siege crossbow bolts costs 25 shillings and weighs 9 pounds.

Sleeve Shield: These shields are crafted of steel and somewhat resemble vambraces from a suit of plate armor. The front plates, both on the forearm and the upper arm, are exceptionally wide - somewhere in size between a buckler and a small shield - and can deflect enemy blows. A blade very much like a short sword extends from the gauntlet. Intricate linkages and hinging allows the arm to bend, but sleeve shields do still hamper the wearer. in addition, the built-in blades preclude the use of any other weapons or shields - including bucklers - in the hand.

Sleeve shields are used both for defense - adding +3 to the wearer's Armor Class - and for attacks, in which capacity they are identical to a short sword. As beneficial as this seems, the main benefit of sleeve shields is that any melee attack that fails to hit the wearer by 3 points or less is assumed to have been deflected by the sleeves. This allows the wearer to make an immediate attack of opportunity against the attacker.

The listed abilities are for a matched pair of sleeves. If a character wears only one sleeve, the Armor Class bonus falls to +1 and the wearer gets an attack of opportunity only if the attacker misses by 1 point. Wearing only one sleeve allows the character to wield a two-handed weapon or shield in the other hand. Maximum Dexterity Bonus, Armor Check, and Spell Failure modifiers remain unchanged. The use of sleeve shields is popular among dwarves from Hartzstadt, which is where these weapons were first developed.

A sleeve shield may be enhanced as a weapon and as a shield. To make a masterwork shield sleeve requires the payment of both the cost to make a masterwork weapon and a masterwork shield. The shield sleeve's offensive and defensive capabilities are enhanced separately, paying the cost for each enhancement individually. It is possible to enhance only a sleeve shield's.offensive or defensive attributes, in which case the enhancement only applies to the portion that has been made into a masterwork or magical item.

Spike Balls: Halflings are fond of juggling and throwing, so for them the spike ball is the perfect mix of fun and offensive capability. These small metal globes have a smooth surface until they are activated by a flick of the wrist when thrown. When this happens, the spike ball sprouts sharp barbs that dig into the flesh of its target. Non-proficient users must make a DC 15 Dexterity check to properly activate a ball each time one is thrown. if the check fails, the ball deals only 1 point of bludgeoning damage upon impact.

Proficient users can use spike balls to make a juggling attack with a successful DC 15 Perform: Juggling check and throw an additional spike ball at their highest base attack bonus. Thus if a character that normally had two attacks at +6/+1 made the juggling attack with spike balls, he can make three attacks at +6/+6/+1. If the character fails the check, he makes only his normal attacks and suffers a -2 penalty on each. This attack can be combined with Rapid Shot and similar abilities.

Staghorn: This exotic weapon consists of a pair of stag horns mounted to a central handle. The horns are often coated with steel or altered by magic such as the ironwood spell to make their tips sharper and the rest of the horns more durable in battle. Devoted priests of Syfa sometimes make use of these weapons, using them for both offense and defense; treat the staghorn as a small spiked shield. When a proficient wielder uses a staghorn to disarm, he receives a +6 bonus to the opposed disarm roll (effectively countering the -4 penalty for it being a light weapon).

Sword-Breaker:A cunning weapon designed to catch, twist, and break an opponent's blade, this is often used as an off-hand weapon by the duelists of Enselm. Only swords and daggers may be broken using a sword-breaker. To break a foe's weapon, you must declare at the start of a round that you will not be making attacks with the sword-breaker. If you are wielding a sword-breaker in your off-hand, you still incur all normal penalties for two-weapon fighting. If a foe misses you with an attack roll, you may force them to make an opposed Dexterity check to catch their blade. A masterwork sword-breaker adds +1 to this check. If you catch their blade, you must make a Strength check opposed by the hardness and hit points of the weapon. If the Strength check is successful, you break the foe's weapon. Failure results in no damage being done to the weapon. A sword-breaker may not break a weapon with a higher enchantment bonus than it has.

Sword-Catcher: Smaller than a sword-breaker, this dagger-sized weapon is based around the same principle, forged with two prongs that allow it to trap and break swords. Only swords and daggers may be broken using a sword-catcher. To break a foe's weapon, you must declare at the start of a round that you will not be making attacks with the sword-catcher. If you are wielding a sword-breaker in your off-hand, you still incur all normal penalties for two-weapon fighting. If a foe misses you with an attack roll, you may force them to make an opposed Dexterity check to catch their blade. A masterwork sword-catcher adds +1 to this check. If you catch their blade, you must make a Strength check opposed by the hardness and hit points of the weapon. If the Strength check is successful, you break the foe's weapon. Failure results in no damage being done to the weapon. A sword-catcher may not break a weapon with a higher enchantment bonus than it has.

Sword, Butterfly: A monk using a butterfly sword can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Sword, Executioner's: An executioner's sword is a large sword designed for decapitating criminals. It has a rounded point and a heavy blade designed to inflict as much damage as possible. It is not well balanced for combat and sees little use among professional warriors. Executioner's swords are capable of inflicting tremendously damaging critical hits, but is so unwieldy that anyone attempting to use one in combat suffers a -4 attack penalty even if they are proficient in its use (this stacks with the -4 nonproficiency penalty for attempting to use the weapon if one is not proficient with it).

Sword, Razor: This weapon is a three foot long straight razor made from two types of iron. The first type is normal, but the second type is magically hardened. The two types of iron are hammered together into an amalgam known as watered iron. During normal use, the softer iron wears out faster than the magically hardened iron, creating a fine serrated edge. This edge allows the blade to cut flesh with ease.

Razor swords are associated with the warriors of the Kansattu Empire. Most are decorated with a gemstone pattern indicating the name and status of the blade's owner. Razor swords are deadly in melee combat, but because the weapon can only be used to slice and not hack, it is difficult for a strong warrior to make proper use of one. A wielder's Strength bonus does not add to the damage of a razor sword, but a Strength penalty still reduces the damage of the weapon.

Swordgrinder: Swordgrinders 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 swordrginder to sunder a foe’s weapon, you inflict an additional +1d6 points of damage.

Tail Knife: Tail knives are shaped to fit on the end of a slytheen tail. Metal bands extend from the weapon and wrap several times around the tail to hold it in place. Each tail weapon must be custom fitted to the individual user. Most other creatures with tails don't have the flexibility or dexterity necessary to effectively use a tail knife.

Wearing a tail knife lets a slytheen make an extra attack with each round to the sides or rear. Use the standard rules for attacking with two-weapons, treating the tail knife as an off hand attack. Slytheen already wielding two weapons could receive two extra "off-hand" attacks: One with their off-hand weapon and one with their tail weapon. Tail knives cannot be used to attack targets in front of the character.

Tail Mace: Tail maces are shaped to fit on the end of a slytheen tail. Metal bands extend from the weapon and wrap several times around the tail to hold it in place. Each tail weapon must be custom fitted to the individual user. Most other creatures with tails don't have the flexibility or dexterity necessary to effectively use a tail mace.

Wearing a tail mace lets a slytheen make an extra attack with each round to the sides or rear. Use the standard rules for attacking with two-weapons, treating the tail mace as an off hand attack. Slytheen already wielding two weapons could receive two extra "off-hand" attacks: One with their off-hand weapon and one with their tail weapon. Tail maces cannot be used to attack targets in front of the character.

Three-Section Staff: Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal length joined at the ends by chain, leather, or rope.

A monk using a three-section staff can strike with her unarmed base attack bonus, but only if she takes an Exotic Weapon Proficiency feat to use the weapon in this way. Using the weapon in this way includes her more favorable number of attacks per round, along with other applicable modifiers. The three-section staff requires two hands to use.

Tiger Claws: This is a strap or glove fitted with spikes in the palm and wielded like brass knuckles. Your opponent cannot use a disarm action to disarm you of tiger claws. An attack with tiger claws is considered an armed attack. A monk using tiger claws can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers. The cost and weight are for a single tiger claw. Using a pair of tiger claws when climbing grants a +1 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus from using a climber's kit because they are essentially the same circumstance.

Tonfa: A monk using a tonfa can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Vardatch: This crude, brutal weapon, whose Karstish name means "mandible", is a heavy, broad-bladed sword with a blunt edge and a serrated edge. The vardatch is considered a slashing weapon, though it does not so much slash as tear. The weapon can be wielded two-handed by a Medium-size character as a martial weapon or one-handed as an exotic weapon.

Vardatch, Greater Crafted: Just as vyšoteka and khezoteka are associated with the terrible wounds caused by their favored weapon, so are their larger kin feared for their effectiveness when equipped with larger versions of the vardatch. Obříšoteka are often equipped with these gigantic cleaving blades, and may use them as if they were martial weapons.

Vardatch, Crafted: While vardatches are easy to craft for rank and file vyšoteka, and supremely effective when used, there are those among the vyšotek ranks who hone their fighting skills beyond mere hacking and cleaving. These vyšoteka are often provided with crafted vardatches. The weapons are better balanced, and may be used to inflict two different kinds of wound at the wielder's whim: A slashing attack that has a threat range of 19-20/x2, or a heavy piercing attack that has a threat range of 20/x3.

War Fan: This weapon appears to the untrained eye as nothing more than a beautifully crafted lady's fan. In fact, the vanes of the fan are crafted from steel and the tips are needle sharp. When first entering melee using a war fan, you may attempt a Bluff check against an opponent's Sense Motive check. If you win the contest, you gain a +4 bonus on attacks made against that foe during the first round of combat. A monk using a war fan can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Warscepter: A warscepter is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a warscepter two-handed as a martial weapon. This weapon can serve as a holy symbol of Ishi. Among Ishi's followers, the head of their warscepters usually resemble the wielder, often with an angry or sneering demeanor.

Whip-Dagger: A character who takes the Exotic Weapon Proficiency (Whip) feat is also proficient with the whip-dagger. Unlike standard whips, the whip-dagger's ability to deal damage is unhindered by armor bonuses and natural armor bonuses. Although you keep it in hand, the whip-dagger is treated as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because the whip-dagger can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip-dagger to avoid being tripped.

You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed yourself if you fail to disarm your opponent).

A mighty whip-dagger is made with especially heavy material that allows a strong user to take advantage of an above-average Strength score. The mighty whip-dagger allows you to add your Strength bonus to damage, up to the maximum bonus indicated.

Whipsword: A whipsword looks just like a normal short sword - and it can function as one - but with a snap of the wrist it can expand, separating into several segments connected by intricate linkages. The tip of the blade is thicker and heavier than the base, adding tremendous momentum when used in its expanded form. A whipsword has no set number of segments, but most have between seven and ten. An untrained wielder who rolls a natural 1 when attacking with a whipsword in expanded mode strikes himself with the wildly swinging blade.

When used in expanded mode, a whipsword can wrap around a shield, ignoring the portion of the target's Armor Class that is derived from the shield. A slytheen trained with a whipsword has a +2 racial bonus to melee attack rolls when using it in expanded mode.

Wrist Sheath: Commonly used by changeling spies and assassins, a wrist sheath is fitted to one or both of the user's wrists that contains a spring-loaded blade or dart. The sheath can also hold pouches of poison, use-activated spells, and other things that one may wish to use in conjunction with a weapon. A wrist sheath does not impede the wearer's movement unless a blade is out, in which case that hand may not be used to cast spells or use skills. Putting a blade in the wrist sheath or removing one is a a full-round action that provokes attacks of opportunity. Popping a blade out is a free action, while resetting it into the sheath is a standard action that provokes attacks of opportunity. A wrist sheath normally contains only one compartment, but it can be built with more for an additional cost. Normal wrist sheaths can have up to four compartments, while masterwork versions can have up to six. A wrist sheath costs 20 shillings and weighs 2 pounds. Additional pouches cost 20 shillings each.

Wristblades: A wrist sheath can hold a small blade that functions as a short sword for a Medium character or a dagger for a Small character. A Medium creature can opt to have a wristblade that is dagger-sized rather than short sword-sized if they desire. The wrist sheath confers a +10 bonus on any roll made to avoid being disarmed.

Wristbolts: A wristblade can hold a single dart-like projectile in each pouch. These special darts can be thrown at an enemy with a flick of te wrist. A character with multiple attacks can throw one dart per attack, up to the number of darts he has loaded at the time. Because of the ease with which these darts may be thrown, a character does not reveal his position if hidden, although any character hit by the bolt can make an immediate Spot check to detect his assailant.

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