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WEAPON DESCRIPTIONS

Table: Weapons

Simple Weapons Purchase DC Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks






Gauntlet 4 -1 +0 +3 1 lb. Bludgeoning
Unarmed strike3 -1 +0 +3 Bludgeoning
Light Melee Weapons






Dagger 4 +0 +1 19–20/+3 10 ft. 1 lb. Piercing or slashing
Dagger, punching 4 +0 +1 +5 1 lb. Piercing
Gauntlet, spiked 8 +0 +1 +3 1 lb. Piercing
Mace, light 8 +1 +2 +3 4 lb. Bludgeoning
Sickle 7 +1 +2 +3 2 lb. Slashing
One-Handed Melee Weapons






Club +1 +2 +3 10 ft. 3 lb. Bludgeoning
Mace, heavy 8 +2 +3 +3 8 lb. Bludgeoning
Morningstar 7 +2 +3 +3 6 lb. Bludgeoning and piercing
Shortspear 3 +1 +2 +3 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons






Longspear4 8 +2 +3 +5 9 lb. Piercing
Quarterstaff5 +1/+1 +2/+2 +3 4 lb. Bludgeoning
Spear 3 +2 +3 +5 20 ft. 6 lb. Piercing
Ranged Weapons






Crossbow, heavy 15 +3 +4 19–20/+3 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 3 1 lb.
Crossbow, light 14 +2 +3 19–20/+3 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 3 1 lb.
Dart 1 +0 +1 +3 20 ft. 102 lb. Piercing
Javelin 3 +1 +2 +3 30 ft. 2 lb. Piercing
Sling +0 +1 +3 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 5 lb.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons






Axe, throwing 7 +1 +2 +3 10 ft. 2 lb. Slashing
Hammer, light 3 +0 +1 +3 20 ft. 2 lb. Bludgeoning
Handaxe 4 +1 +2 +5 3 lb. Slashing
Kukri 7 +0 +1 18–20/+3 2 lb. Slashing
Pick, light 4 +0 +1 +7 3 lb. Piercing
Sap3 3 +1 +2 +3 2 lb. Bludgeoning
Shield, light special -1 +0 +3 special Bludgeoning
Spiked armor special +1 +2 +3 special Piercing
Spiked, shield light special +0 +1 +3 special Piercing
Sword short 9 +1 +2 19–20/+3 2 lb. Piercing
One-Handed Melee Weapons






Battleaxe 9 +2 +3 +5 6 lb. Slashing
Flail 7 +2 +3 +3 5 lb. Bludgeoning
Longsword 11 +2 +3 19–20/+3 4 lb. Slashing
Pick, heavy 7 +1 +2 +7 6 lb. Piercing
Rapier 11 +1 +2 18–20/+3 2 lb. Piercing
Scimitar 18 +1 +2 18–20/+3 4 lb. Slashing
Shield, heavy special +0 +1 +3 special Bludgeoning
Spiked shield, heavy special +1 +2 +3 special Piercing
Trident 11 +2 +3 +3 10 ft. 4 lb. Piercing
Warhammer 11 +2 +3 +5 5 lb. Bludgeoning
Two-Handed Melee Weapons






Falchion 11 +2 +2 18–20/+3 8 lb. Slashing
Glaive4 7 +3 +4 +5 10 lb. Slashing
Greataxe 12 +4 +5 +5 12 lb. Slashing
Greatclub 8 +3 +4 +3 8 lb. Bludgeoning
Flail, heavy 11 +3 +4 19–20/+3 10 lb. Bludgeoning
Greatsword 15 +4 +4 19–20/+3 8 lb. Slashing
Guisarme4 8 +2 +2 +5 12 lb. Slashing
Halberd 9 +3 +4 +5 12 lb. Piercing or slashing
Lance4 9 +2 +3 +5 10 lb. Piercing
Ranseur4 9 +2 +2 +5 12 lb. Piercing
Scythe 17 +2 +1 +7 10 lb. Piercing or slashing
Ranged Weapons






Longbow 16 +2 +3 +5 100 ft. 3 lb. Piercing
Arrows (20) 3 3 lb.
Longbow, composite 17 +2 +3 +5 110 ft. 3 lb. Piercing
Arrows (20) 3 3 lb.
Shortbow 13 +1 +2 +5 60 ft. 2 lb. Piercing
Arrows (20) 3 3 lb.
Shortbow, composite 16 +1 +2 +5 70 ft. 2 lb. Piercing
Arrows (20) 3 3 lb.
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons






Kama 3 +1 +2 +3 2 lb. Slashing
Nunchaku 3 +1 +2 +3 2 lb. Bludgeoning
Sai 1 +0 +1 +3 10 ft. 1 lb. Bludgeoning
Siangham 4 +1 +2 +3 1 lb. Piercing
One-Handed Melee Weapons






Sword, bastard 14 +3 +4 19–20/+3 6 lb. Slashing
Waraxe, dwarven 14 +3 +4 +5 8 lb. Slashing
Whip4 2 +0 +1 +3
2 lb. Slashing
Two-Handed Melee Weapons






Axe, orc double5 17 +2/+2 +3/+3 +5 15 lb. Slashing
Chain, spiked4 8 +2 +2 +3 10 lb. Piercing
Flail, dire5 19 +2/+2 +3/+3 +3 10 lb. Bludgeoning
Flaimthrower (no feat needed) 21 +5 +6   30ft cone 50lb Fire/Acid
Flame cartridge(10) 15 - - -     Fire/Acid
Hammer, gnome hooked5 9 +2/+1 +3/+2 +50+7 6 lb. Bludgeoning and piercing
Sword, two-bladed5 20 +2/+2 +3/+3 19–20/+3 10 lb. Slashing
Urgrosh, dwarven5 16 +2/+1 +3/+2 +5 12 lb. Slashing or piercing
Ranged Weapons






Bolas3 8 +0 +1 +3 10 ft. 2 lb. Bludgeoning
Crossbow, hand 17 +0 +1 19–20/+3 30 ft. 2 lb. Piercing
Bolts (10) 3 1 lb.
Crossbow, repeating heavy 25 +3 +4 19–20/+3 50 ft. 14 lb. Piercing
Bolts (5) 3 1 lb.
Crossbow, repeating light 24 +2 +3 19–20/+3 40 ft. 8 lb. Piercing
Bolts (5) 3 1 lb.
Net 12 10 ft. 6 lb.
Shuriken (5) 3 1 +0 +3 10 ft. 102 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Arrow: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier +3). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50j chance of being destroyed or lost.

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Bolas: 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 bolas.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit +3). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50j chance of being destroyed or lost.

Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50j chance of being destroyed or lost.

Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip 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 attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks 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 attack rolls as if attacking with two light weapons.

Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 10 crossbow bolts. As long as it holds bolts, you can reload it by rotating the reloading lever (a free action). Loading a new case of 10 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand, however due to the weight of the crossbow it bestows an additional -2 penalty on your attacks if fired with one hand. You do not need a free hand to reload a repeating crossbow.

Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.

When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

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

Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

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

Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals +6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and +6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking +2 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.

When purchasing the cartridge you may choose to have an Acid or Fire damage type.

Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

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

Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

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

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals +2 points of damage (crit +5). Its hook is a piercing weapon that deals +1 points of damage (crit +7). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

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

Gnomes treat gnome hooked hammers as martial weapons.

Javelin: Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama: The kama is a special monk weapon. This designation gives a monk wielding a kama special options.

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

Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a lance with one hand.

Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow 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 longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow 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 +2 to its cost.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear: A longspear 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 longspear against a charge, you deal double damage on a successful hit against a charging character.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on 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 with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1-102 times your Strength bonus to damage.

Sai: With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Scythe: A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow 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 lower 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 shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow 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 78to its cost.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown.

Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.

Spear: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.

Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor for details.

Strike, Unarmed: A Medium character deals their Strengthe Modifier in nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals +3 points of damage. Its spear head is a piercing weapon that deals +2 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.

Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Table: Tiny and Large Weapon Damage

Medium
Weapon Damage
Tiny
Weapon Damage
Large
Weapon Damage
+0 1d3
+0 -1 +1
+1 +0 +2
+2 +0 +3
+3 +1 +4
+4 +2 +6
+5 +3 +6
+1 +1 +4
+4 +3 +6
+6 +4 +9
+8 +4 +12

Whip: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can make trip 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 attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

MASTERWORK WEAPONS

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds +5 to the Purchase DC of a normal weapon. Adding the masterwork quality to a double weapon costs twice the normal increase (+8 DC).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

A masterwork weapon can be imbued with arcane power using the Imbue Weapon feat, making it an arcane
weapon. Arcane weapons have the usual properties of masterwork weapons, plus they can overcome the damage reduction of certain creatures. Since arcane trumps all other means of overcoming damage reduction, if a creature’s damage reduction can be overcome at all, an arcane weapon will do so.

An arcane weapon increases a weapon’s cost by +10. This includes the masterwork quality of the weapon.

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Seth Blevins