Weapons

A character’s weapons help determine how capable here or she is in a variety of combat situations. You probably want to equip your character with both a melee weapon and a ranged weapon.

The number of weapons your character is proficient with depends on his or her class and race. A character can also become proficient with additional weapons by selecting the Weapon Proficiency feat.

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to:

Weapon Groups

Each weapon belongs to a group of similar weapons, such as axes (which includes one-handed, two-handed, and throwing axes) or polearms (which includes halberds and glaives). A weapon can belong to more than one group (for example, daggers are included in basic weapons as well as in light blades).

All characters are proficient with basic weapons. Most characters also gain proficiency with one or more additional groups of weapons, depending on their class (see each class’s description for details). A character can gain proficiency with additional weapon groups by taking the Weapon Proficiency feat. A character who uses a weapon with which he or she is not proficient takes a −4 penalty on attack rolls.

Common weapon groups include the following:

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Thrown Weapons: Daggers, shortspears, javelins, and throwing axes are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons, such as a vial of acid).

It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table 7–5), but a character who does so takes a −4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat (a possible critical hit) only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Crossbows, slings, and bows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions later in this chapter). Some projectile weapons (such as bows and slings) all you to add your Strength bonus to damage rolls. See each weapon’s description for details.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Light, 1H, and 2H Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. What size of weapon you choose determines how your character can choose to wield it (with one hand or two) and how much damage he or she can deal with it. A two-handed weapon deals more damage than a one-handed weapon, but wielding a two-handed weapon prevents the wielder from using a shield, so that’s a trade-off.

Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed (1H): A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 12 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 112 times the character’s Strength bonus to damage rolls.

Two-Handed (2H): Two hands are required to use a two-handed melee weapon effectively. Apply 112 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category, such as Small, Medium, or Large. This designation indicates the size of the creature for which the weapon was designed. A Small greatsword is a greatsword designed for a Small creature, such as a halfling. A Medium longsword is a longsword designed for a Medium creature, such as an elf. A Large shortbow is a shortbow designed for a Large creature, such as an ogre.

A weapon’s size category isn’t the same as its size as an object. A Medium dagger (one sized for a Medium character), for instance, is a Tiny object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon (such as a dagger) is an object two size categories smaller than the wielder, a one-handed weapon (such as a longsword) is an object one size category smaller than the wielder, and a two-handed weapon (such as a greatsword) is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative −2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. Thus, a human wielding a Small dagger takes a −2 penalty on attack rolls (one size category different), and an ogre wielding a Small longsword takes a −4 penalty (two size categories different). If the creature isn’t proficient with the weapon (a wizard attempting to wield a Small battleaxe, for instance), a −4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two- handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For instance, a Small greatsword (a two-handed weapon for a Small creature) is considered a one-handed weapon for a Medium creature, or a light weapon for a Large creature. Conversely, a Large dagger (a light weapon for a Large creature) is considered a one-handed weapon for a Medium creature, or a two-handed weapon for a Small creature. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat—people fight with anything from broken bottles to chair legs to thrown mugs. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a −4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, the DM should compare its relative size and damage potential to the weapon list to find a reasonable match. For instance, a table leg is similar to a club, while a broken bottle is similar to a dagger. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

COST: This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

DMG: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons, such as those typically wielded by a gnome or halfling. The column labeled “Dmg (M)” is for Medium weapons, such as those typically wielded by a dwarf, elf, half-elf, half-orc, or human.

CRITICAL: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two or three times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Exception: Extra damage over and above a weapon’s normal damage (such as the bonus fire damage of a flaming sword) is not multiplied when you score a critical hit.

RANGE INCREMENT: Any attack at this distance or greater is penalized for range. The attack takes a cumulative −2 penalty for each full range increment of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a −4 penalty. A thrown weapon, such as a throwing axe, has a maximum range of five range increments. A projectile weapon, such as a bow, can shoot up to 10 range increments.

WEIGHT: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons.

TYPE: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple type (for example, a morningstar, which deals both bludgeoning and piercing damage). If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage, depending either on an individual weapon’s construction, or on how the wielder chooses to use it. See a weapon’s description for details. If a particular weapon can deal either type of damage, the wielder can usually choose which type to deal.

STOWABLE: Some kinds of weapons can be stowed on the wielder’s person—sheathed in a scabbard, tucked into a belt, slung across the back, or the like—while others cannot, and must be carried in hand, even when not being wielded in combat. (See Encumbrance? for details on carrying capacity and limitations.) Warriors and adventurers often employ squires, spear-bearers, or simply hired hands, to carry their weapons and equipment for them.

SPECIAL: Some weapons have special features in addition to those noted in their descriptions.

Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Disarm: When you use this weapon, you get a +2 bonus on combat maneuver checks to disarm an enemy.

Monk: A monk weapon can be used by a monk to perform a flurry of blows. (See the Monk class description for details.)

Nonlethal: These weapons deal nonlethal damage.

Reach: You can use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe. When using a reach weapon in a space too narrow to allow you full freedom of action (such as wielding a glaive in combat while in a corridor that is only 10 feet wide, or a passageway with a low ceiling), you take a −4 penalty on attack rolls and a −4 penalty to AC.

Trip: You can use a trip weapon to make a trip attack. If your attack fails, you can drop the weapon to avoid your opponent’s attack of opportunity.

Weapon Descriptions

Weapons found on the Table: Weapons are described below.

Arrows: 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 ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Axe, One-Handed or Two-Handed: One-handed battle-axes are a favored melee weapon of dwarves and rangers, while barbarians, especially orcs, often use massive, two-handed “greataxes”. Axes are also useful to any character with a penchant for sundering his enemy’s equipment or destroying wooden objects of any sort, as they ignore the first 5 points of a wooden item’s hardness.

Axe, Throwing: This is a light hand-axe, balanced for throwing. There are many varieties of these weapons, including franciscas, tomahawks, and more. A throwing axe can be used to make a ranged sunder attack against an enemy’s shield. If you deal enough damage to overcome the shield’s hardness, the axe becomes lodged in the shield, rendering the shield useless until the axe can be removed. (Removing a throwing axe which is lodged in a shield is a full-round action that provokes an attack of opportunity.) The same happens if an opponent uses a shield to block an attack with a throwing axe (that is, if your attack hits while your opponent is using a combat reaction to block with a shield).

Bolts, Crossbow: 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 ×2). Bolts come in a wooden case that holds 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called “quarrels.”

Bolts, Repeating Crossbow: Bolts for a repeating crossbow are designed to fit the bolt case of a repeating crossbow. They are slightly more expensive than regular crossbow bolts and sold in increments of 5 instead of 10 (to match the capacity of the bolt case).

Brass Knuckles: These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a successful concentration check (DC 10 + the level of the spell you’re casting). You can’t be disarmed of brass knuckles.

Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet has a 50% chance of being destroyed or lost after being hurled, regardless of whether it hits its target.

Club, Heavy or Light: A wooden club is so easy to find and fashion that it has no cost. People who cannot acquire a proper weapon sometimes pound nails or spikes through a club (such a club does piercing damage as well as bludgeoning), or nail metal bands around the shaft to make the club it harder to break. A variety of weapons, called cudgels, bludgeons, shillelaghs, and other names, are basically versions of a club.

Crossbow, Hand: This weapon is common among thieves and others who favor stealth over power. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows. 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. Operating a heavy crossbow requires two hands.

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 −4 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 holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. Operating a repeating crossbow requires two hands.

Dagger: The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand? checks made to conceal a dagger on your body. Daggers come in many varieties, from dirks to kindjals to stilettos, and vary widely in shape, length, and weight. Any particular dagger might be designed to do piercing damage, slashing damage, or both; some daggers are made for throwing, while others aren’t.

Gauntlet: This metal glove protects your hands and 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. Lamellar, half-plate, and full plate armors come with gauntlets. You can’t be disarmed of a gauntlet. Wearing gauntlets protects you from provoking an attack of opportunity when making an unarmed disarm, grapple, or sunder attempt.

Glaive: This weapon is a blade affixed to a long wooden pole. A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Great Maul: This massive sledgehammer can only be wielded in two hands. All attack rolls made with a great maul take a −2 penalty.

Halberd: Normally, you strike with a halberd’s axe head, but the spike on the end is useful against charging opponents. 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 also use the hook on the back of a halberd to make trip attacks. Like a spear, a halberd may be used as an improvised bludgeoning weapon (1d6 damage, ×2 crit) at a −4 penalty.

Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. 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. You can make ranged sunder attacks with a javelin against an opponent’s shield. (A thrown javelin does full damage to shields, unlike most other piercing weapons.) If you deal enough damage to overcome the shield’s hardness, the javelin becomes lodged in the shield, rendering the shield useless until the javelin can be removed or destroyed. (Removing a javelin which is lodged in a shield is a full-round action that provokes an attack of opportunity. Destroying a javelin which is lodged in a shield may be done with a sunder attack against the javelin, which automatically hits if you’re attacking a javelin lodged in your own shield or that of an ally.) The same happens if an opponent uses a shield to block an attack with a javelin (that is, if your attack hits while your opponent is using a combat reaction to block with a shield).

Lance: A lance is a cavalry weapon, essentially a thicker, heavier longspear, with a point designed specifically for high-impact strikes, and a vamplate to help the wielder maintain a grip on the weapon when charging. 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. A lance is unwieldy in melee, and attack rolls with it take a −4 penalty when it’s used in any way other than a mounted charge.

Longbow: You need at least two hands to use a bow, regardless of its size. You must be standing up to fire a longbow; you cannot fire one while prone, crouching, kneeling, etc. A longbow is too unwieldy to use while you are mounted. You add your Strength bonus to damage rolls with a bow, up to the bow’s maximum pull (+4 for a standard longbow). If your Strength modifier is less than the bow’s maximum pull − 2, you take the difference as a penalty on attack rolls made with the bow. (For example, a character with a Strength bonus of +1 would take a −1 penalty on attack rolls with a longbow, as his Strength modifier is 1 point less than the bow’s maximum pull − 2.)

Longbow, Heavy: Specially made for exceptionally strong characters, a longbow of this sort has a heavier maximum pull (+6).

Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.

Morningstar: This simple weapon, a spiked metal ball affixed to a handle, combines the impact of a club with the piercing force of spikes.

Quarterstaff: The quarterstaff, a simple, straight piece of wood about 5 feet in length, is the favorite weapon of many characters, from travelers, peasants, and merchants to monks and wizards.

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 112 times your Strength bonus to damage.

Sap: A sap comes in handy when you want to knock an opponent out instead of killing it. It consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.

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

Shortbow: You need at least two hands to use a bow, regardless of its size. A shortbow can be fired while crouching or kneeling, though you take a −2 penalty on the attack roll; you cannot fire a shortbow while prone. You can use a shortbow while mounted. You add your Strength bonus to damage rolls with a bow, up to the bow’s maximum pull (+2 for a standard shortbow). If your Strength modifier is less than the bow’s maximum pull − 2, you take the difference as a penalty on attack rolls made with the bow. (For example, a character with a Strength modifier of −1 would take a −1 penalty on attack rolls with a shortbow, as his Strength modifier is 1 point less than the bow’s maximum pull − 2.)

Shortbow, composite: A shortbow can be made of several materials laminated together. The resulting design allows the bow to shoot farther than a simple shortbow, but makes the bow more expensive to make and maintain.

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

Sling: A sling hurls lead bullets. It’s not as powerful as a bow or crossbow, but it has good range, and is cheap and easy to improvise from common materials. Druids and halflings favor slings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. A sling can be used while crouching or kneeling, though you take a −2 penalty on the attack roll; you cannot shoot a sling while prone. 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, Long or Short: A spear of either variety is a small, sharply pointed blade affixed to the end of a pole or staff. A shortspear is small enough to wield one-handed. It may also be thrown. A longspear must be wielded in two hands, and is a reach weapon (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 spear against a charge, you deal double damage on a successful hit against a charging character. A shortspear may be used as a slashing or bludgeoning weapon (1d6 damage, ×2 crit) at a −2 penalty. (A longspear’s length makes it too unwieldy to be used in this way in combat, though it may still be used to smash or slice out of combat.)

Sword, One-Handed or Two-Handed: The sword can be encountered in many variations across many cultures. Curved swords such as scimitars and sabres are designed to do slashing damage, while many kinds of straight swords are intended for thrusting. (A sword designed to do slashing damage may usually be used to deal piercing damage with a −4 attack roll penalty, and vice versa.) Broadswords, cutlasses, claymores, zweihanders, and an assortment of other sword types exist. Some swords are designed for use with certain specific or unique fighting techniques. (For example, curved swords are designed to be used from horseback; straight swords take a −2 penalty on attack rolls when used in this way. On the other hand, a sword with a curved edge deals half damage to most hard objects.)

Sword, Short: This sword is popular as an off-hand weapon, or as a side-arm for archers and light infantry. Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword. Any particular short sword might be designed to do piercing damage, slashing damage, or both.

Unarmed Strike: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of nonlethal damage. (You can deal lethal damage with your unarmed strike, but you take a −4 penalty on your attack roll because you have to strike a particularly vulnerable spot. 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.

Warhammer: This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head (usually metal, though dwarven craftsmen know the secrets of making effective stone hammers). It is excellent for smashing enemies and objects alike. The head may be single (like a carpenter’s hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Hammers ignore the first 5 points of hardness when striking an item made of metal or stone.

Other weapons

Many other weapons can be found in various cultures across the worlds, more or less similar to the ones listed here. Most are close enough in functionality to the weapons described above that they can be described with the same or slightly modified mechanics. For example, a katana is a two-handed sword designed primarily to deal slashing damage; a bardiche or a naginata is close enough to a glaive for the purposes of combat mechanics; a trident is similar to a shortspear (but can’t be thrown as effectively); heavier versions of the repeating crossbow may be found in some cultures (primarily for use as stationary weapons); etc. (In particular, a large variety of polearms exist, which are not detailed here because reach weapons are typically too unwieldy—especially in tight or confined spaces, such as narrow dungeon corridors—to be popular among adventurers; they are more suited for use as battlefield weapons.) A character is considered to be proficient with a weapon if he is proficient with another weapon that is similar to it.

Exotic weapons

There are some weapons that do not resemble the common weapon types described above. These are usually weapons designed for specific purposes, or for use with unusual fighting techniques. A character who is not proficient with an exotic weapon must take the Weapon Proficiency feat for that specific weapon in order to use it properly (that is, exotic weapons are generally not considered to be part of any common weapon group). (In cases where an exotic weapon is fairly similar to a non-exotic weapon with which a character is proficient, the character is also considered to be proficient with that exotic weapon, but is unable to use the special or distinguishing features of the exotic weapon unless he takes the Weapon Proficiency feat for that specific exotic weapon.)

A small number of exotic weapons are described below. Many others might exist. Wealthy or eccentric warriors, or adventurers with specific requirements and needs, sometimes commission unusual weapons to be crafted for them, while some talented martial artists develop fighting techniques and styles based on a specific exotic weapon.

Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You do not provoke an attack of opportunity if your trip attempt with bolas fails.

Flail or Heavy Flail: With a flail, you get a +2 bonus on attack rolls made to disarm an enemy. You can also use this weapon to make trip attacks.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it 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. For instance, a Small character wielding a net can entangle Tiny, Small, or Medium creatures.

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.

Sai: A sai’s pronglike extrusions are designed to help catch and disarm opponent’s weapons. When wielding a sai, you get a +2 bonus on combat maneuver checks to disarm or sunder an enemy’s weapon. Though pointed, a sai is not usually used for stabbing. Instead, it is used primarily to bludgeon foes, punching with the hilt, or else to catch and disarm weapons between its tines. Sais are often wielded in pairs. The sai is a special monk weapon. (See the Monk class description for details on monk weapons.)

Shuriken: A shuriken is a special monk weapon. Although they are thrown weapons, shuriken are treated as ammunition for most purposes, such as crafting masterwork or otherwise special versions of them. You add one-half your Strength bonus to damage when attacking with shuriken. As other ammunition, shuriken may be drawn as a free action, and have a 50% chance of being destroyed or lost after they’re thrown. A monk can make a flurry of blows with shuriken.

Ranged Weapons Compared

The table below summarizes the advantages and disadvantages of the various kinds of ranged weapons.

Main/

Weapons