Weapons

It’s a dangerous world out there, especially for those who make a living fighting criminals, terrorists, or enemy agents. Most heroes carry weapons, ranging from baseball bats to M-60 machine guns.
The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.
ln the modern world, carrying a weapon openly – especially a firearm – is rarely acceptable, even in the rare cases when it’s legal.

Ranged Weapons

Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows.
When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack roll.
Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person. This does not include, for example, rocket launchers (which aren’t firearms) and heavy machine guns (which can be fired by one person, but not carried by one
person). lt includes most of what we think of as “guns.”

Ranged Weapons Table

Ranged weapons are described by a number of statistics, as shown on the table below.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if you hit the target two times). See page 131 for more about threat range and critical hits.
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type, such as electricity damage for a taser), piercing (some simple ranged weapons, such as a crossbow), or
slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. For example, a Colt Python has a range increment of 40 feet. An attack made from a distance of 30 feet would not be penalized. An attack from 60 feet would be made at a -2 penalty, since it’s more than one whole range increment away. An attack at 200 feet would incur a -10 penalty, because it’s five full range increments away.
Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of l, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms. and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one
shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity.
How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not
also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. This feature is advantageous because a character can carry extra magazines, already loaded, and simply swap an empty one for one of the extras. Also, box magazines tend to have relatively large capacities.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader – a small device that holds a full load of ammunition ready to be Inserted, all at once, into a cylinder. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures (a Medium-size weapon, for example, is not the same size as a Medium-size creature or other object). The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a biped or other mount.
A Small or smaller weapon is considered a light weapon. lt can be used one-handed and, as a light weapon, is easier to use in your off hand.
Weight: This column gives the weapon’s weight when fully loaded.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Reloading firearms

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

WeaponDamCritDam TypeRange IncrementROFMagazineSizeWeightPurchase DCRestriction
Handguns*
Beretta 92F (9mm autoloader)ld620Ballistic40 ft.S15 boxSmall3 lb.16Lic (+1)
Beretta 93R (9mm machine pistol)2d620Ballistic30 ft.S, A20 boxMed3 lb.18Res (+2)
Colt Double Eagle (10mm autoloader) ìd620Ballistic30 ft.S9 boxSmall3 lb.16Lic (+1)
Colt M1911 (.45 autoloader)2d620Ballistic30 ft.S7 boxSmall3 lb.15Lic (+1)
Colt Python (.357 revolver) * 2d620Ballistic40 ft.S6 cyl.Med3 lb.15Lic (+1)
Derringer (.45)2d620Ballistic10 ft.Single2 intTiny1 lb.14Lic (+1)
Desert Eagle (.50AE autoloader)2d820Ballistic40 ft.S9 boxMed4 lb. 18Lic (+1)
Glock 17 (9mm autoloader) *2d620Ballistic30 ft.S17 boxSmall2 lb.18Lic (+1)
Glock 20 (10mm autoloader) *1d620Ballistic40 ft.S15 boxSmall3 lb.18Lic (+1)
MAC Ingram M10 (.45 machine pistol)2d620Ballistic40 ft.S, A30 boxMed6 lb.15Res (+2)
Pathfinder (.22 revolver)2d420Ballistic20 ft.S6 cyl.Tiny1 lb.14Lic (+1)
Ruger Service-Six (.38S revolver)2d620Ballistic30 ft.S6 cyl.Small2 lb.14Lic (+1)
S&W M29 (.44 magnum revolver)2d820Ballistic30 ft.S6 cyl.Med3 lb.15Lic (+1)
SITES M9 (9mm autoloader)2d620Ballistic30 ft.S 8 boxTiny2 lb.15Lic (+1)
Skorpion (.32 machine pistol)2d420Ballistic40 ft.S, A20 boxMed4 lb.17Res (+2)
TEC-9 (9mm machine pistol) 2d620Ballistic40 ft.S or A32 boxMed4 lb.14Res (+2)
Walther PPK (.32 autoloader)1d420Ballistic30 ft.S7 boxSmall 1 lb.15Lic (+1)
Longarms^
AKM/AK-47 (7.62mmR assault rifle)2d820Ballistic70 ft.S, A 30 boxLarge10 lb.15Res (+2)
Barrett Light Fifty (.50 sniper rifle)2d1220Ballistic120 ft.S11 boxHuge35 lb.22Lic (+1)
Beretta M3P (12-gauge shotgun)2d820Ballistic30 ft.S5 boxLarge9 lb.16Lic (+1)
Browning BPS (10-gauge shotgun)2d1020Ballistic30 ft.S5 int.Largell lb.16Lic (+1)
HK G3 (7.62mm assault rif1e)2d1020Ballistic90 ft.S, A 20 boxLarge11 lb.19Res (+2)
HK MPS (9mm submachine gun) 12d620Ballistic50 ft.S, A30 boxLarge7 lb.20Res (+2)
HK MP5 (9mm submachine gun)2d620Ballistic40 ft.S, A15 boxMed5 lb.19Res (+2)
HK PSG1 (7.62mm sniper rifle) 12dl020Ballistic90 ft.S5 boxLarge16 lb.22Lic (+1)
Ml6A2 (5.56mm assault rifle)2d820Ballistic80 ft.S, A30 boxLarge8 lb.16Res (+2)
M4 Carbine (5.56mm assault rifle)2d820Ballistic60 ft.S, A30 boxLarge7 lb.16Res (+2)
Mossberg (12-gauge shotgun)2d820Ballistic30 ft.S6 int.Large7 lb.15Lic (+1)
Remington 700 (7.62mm hunting rifle)2d1020Ballistic80 ft.Single5 int.Large8 lb.17Lic (+1)
Sawed-off shotgun (12-ga shotgun)2d820Ballistic10 ft.S2 int.Med4 lb.15Lic (+1)
Steyr AUG (S.56mm assault rifle)2d820Ballistic80 ft.S, A30 boxLarge9 lb.19Res (+2)
Uzi (9mm submachine gun)2d620Ballistic40 ft.S, A20 boxLarge8 lb.18Res (+2)
Winchester 94 (.444 hunting rifle)2d1020Ballistic90 ft.S6 int.Large7 lb.15Lic (+1)
Heavy Weapons**
M-60 (medium machine gun)2d820Ballistic100 ft.ALinkedHuge22 lb.21Mil (+3)
M2HB (heavy machine gun)2d1220Ballistic110 ft.ALinkedHuge75 lb.22Mil (+3)
M72A3 LAW (rocket launcher)10d6 2150 ft.11 int.Large5 lb.15Mil (+3)
M79 (grenade launcher)Varies 270 ft.11 int.Large7 lb.14Mil (+3)
Other Ranged Weapons***
Compound bow (Archaic) 21d820Piercing4(0 ft.1Large3 lb.10
Crossbow (Simple)1d1019-20Piercing40 ft.11 int.Med7 lb.9
Flamethrower (no feat needed) 33d6Fire110 int.Large50 lb.17Mil (+3)
Javelin (Simple)1d620Piercing30 ft.1Med2 lb.4
Pepper spray (Simple) Special 2Special 25 ft.11 int.Tiny0.5 lb.5
Shuriken (Archaic)120Piercing10 ft.1Tiny0.5 lb3
Taser (Simple)1d4 2Electricity 5 ft.11 int.Small2 lb.7
Whip (Simple)1d220Slashing15 ft. 31Small2 lb.4
* Require the Personal Firearms Proficiency feat
** Each requires a specific Exotic Firearms Proficiency feat
*** Weapons Proficiency feat needed given in parentheses
1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.

Handguns

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a -4 penalty on attack rolls.
Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.
Autoloaders (sometimes called “automatics”), such as the Colt M1911 (the venerable .45 pistol) and the Glock, feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.
Revolvers, such as the .38 Special sidearms carried by many police officers, are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.
Ranged weapons that use box magazines come with one full magazine.

Beretta 92F

The standard service pistol of the United States military and many American law enforcement agencies, the Beretta is a rugged and reliable autoloader. ln addition to its official duties. It’s a popular civilian weapon and is commonly seen on TV and in the movies as well.

Beretta 93A

This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. lt sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

Colt Double Eagle

Based on the Ml911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M1911

This is the classic .45 semiautomatic pistol, used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.

Colt Python

Now considered a classic by the manufacturer, the Python has a well-deserved reputation for accuracy.
Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +l bonus on attack rolls.

Derringer

This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.

Desert Eagle

Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on the table above fires the massive .50 Action Express round. The Desert Eagle also cornes in .357 Magnum and .44 Magnum models.

Glock 17

First seen in 1983, this pistol spawned controversy as a metal-detector-proof “plastic gun.” In reality, less than half the parts are polymer materials, and it’s just as detectable as any other handgun. The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.
Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +l bonus on attack rolls.

Glock 20

This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +l bonus on attack rolls.

MAC Ingram M10

No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.
The M10 accepts a suppressor without modification.

Pathfinder

Part of a line of small revolvers designed by Charter Arms, the Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

Ruger Service-Six

This revolver, designed specifically for police use, fires the .38 Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades and is still in service with many police forces today.

S&W M29

The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.

SITES M9 Revolver

This family of weapons is designed with the philosophy that an uncomfortable, heavy, or complicated concealed weapon won’t get used. The compact SITES weapon is very narrow, making it easy to conceal.

Skorpion

The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don’t have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.

TEC-9

The lntratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified {Repair check DC 15) to fire on automatic. The pistol only works on semiautomatie fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to
semiautomatic.

Walther PPK

The trademark weapon of certain superspies, the PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police. military, and government agencies.

Longarms

Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.
The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.
Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.
Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.
All longarms are covered by the Personal Firearms Proficiency feat.
Longarms are not well suited to close combat. You take a -4 penalty on the attack roll when you fire at an adjacent target.

AKM/AK-47

This venerable assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections – on all sides of such conflicts.

Barrett Light fifty

The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it’s a sniper rifle, it fires a .50-caliber machine gun bullet, a round much more powerful than any other rifle ammunition.

Benelli M1

The Benelli 121 M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.

Beretta M3P

Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine – an uncommon feature in a shotgun.

Browning BPS

This heavy longarm fires the largest shotgun round available, the 10-gauge shell.

HK G3

The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world’s armies used this rifle.

HK MP5

The Heckler & Koch MP5 family of weapons is among the most recognizable in the world, largely due to its popularity with both Hollywood and real-world counter-terrorist forces. Many different designs exist; described here is the most basic model.
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

HK MP5K

A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality, and as a result the MP5K is not a mastercraft weapon.
Although it comes with a 15-round magazine. the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon’s size to Large, though).
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

HK PSGI

This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSGI comes with a standard scope.
Due to its high quality of manufacture, the PSGI is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

M16A2

Typical of the assault rifles used by militaries around the world, the Colt Ml6A2 is the current service rifle of the United States military, and is common with other armies and in the civilian world.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

The Right Feat for the Right Job

Here’s a quick summary of the feats that help your character with ranged attacks. See Feats for additional information.
Advanced Firearms Proficiency: Allows you to use firearms on semiautomatic and automatic without penalty.
Prerequisite: Personal Firearms Proficiency.
Archaic Weapons Proficiency: One feat to cover all kinds of archaic weapons, including various types of bows.
Burst Fire: This feat allows you to use automatic fire against a single target.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms, Wisdom 13.
Dead Aim: You can take a full-round action to aim, gaining a +2 bonus to make a ranged attack with your next action.
Prerequisite: Far Shot.
Double Tap: Fire two rounds at a single target with a -2 penalty on the attack roll and +1 die of damage.
Prerequisites: Point Blank Shot, Dexterity 13.
Exotic Firearms Proficiency: Each time you select this feat, you gain the ability to use a different class of exotic weapon without penalty. Choose from heavy machine guns, grenade launchers, and rocket launchers.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Far Shot: This feat increases the range increment of your ranged weapon by l.5 (or by 2 for thrown weapons).
Personal Firearms Proficiency: The feat needed to use handguns and longarms without penalty.
Point Blank Shot: Provides a +1 bonus on attack and damage rolls when a firearm hits a target within 30 feet.
Precise Shot: Eliminates the -4 penalty for shooting into a melee.
Prerequisite: Point Blank Shot.
Quick Draw: Allows you to draw a weapon as a free action instead of a move action.
Prerequisite: base attack bonus +1.
Quick Reload: Allows you to reload a weapon as a free action or a move action instead of as a move action and a full-round action.
Prerequisite: base attack bonus +1.
Shot on the Run: Allows you to move before and after a ranged attack.
Prerequisites: Point Blank Shot, Dexterity 13, Dodge, Mobility.
Skip Shot: Allows you to ignore cover when making a ranged attack, but provides a -2 penalty to the attack roll and a -1 die to the damage roll.
Prerequisites: Point Blank Shot, Precise Shot.
Strafe: Allows you to fire on automatic against targets in a 5 ft. by 20 ft. area rather than 10 ft. by 10 ft.
Two-Weapon Fighting: Lessens the penalty for using two ranged weapons by 2 points.
Prerequisite: Dexterity 13.

M4 Carbine

This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.

Mossberg

The Mossberg Model 5OO ATP6C is a pump-action shotgun designed for military and police work.

Remington 700

A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.

Sawed-Off Shotgun

This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.

Steyr AUG

An unusual and exotic-looking weapon, the bullpup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight.
This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

Uzi

Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.

Winchester 94

The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

Heavy Weapons

The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.

M-60

Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

M2HB

This heavy-duty .50-caliber machine gun has been in service since World War lI, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

M72A3 LAW

The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-Foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M79

This simple weapon is a single shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across: they can’t be used as hand grenades. and the M79 can’t shoot hand grenades.
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

Other Ranged Weapons

Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on the table above.

Compound Bow

Bow hunting remains a popular sport in North America. Your Strength modifier applies to damage rolls you make when using this weapon.

Crossbow

A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

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 3d6 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 3d6 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 ld6 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.

Javelin

This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using it in this manner are always considered non-proficient and take a -4 penalty on their melee attack rolls.

Pepper Spray

A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.

Shuriken

A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. You may draw a shuriken as a free action.

Taser

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Whip

Whips deal a small amount of lethal damage. Although you don’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.
Because a whip can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a ranged touch attack. You do not provoke an attack of opportunity when using a whip in this way. 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 your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent).

Ammunition

Ammunition for firearms and other ranged weapons is covered on the table below. Ammunition types expressed as simply a number (such as “.45”) are usually referred to in conversation by this number, followed by “caliber” (in this case, “.45 caliber”). Those that contain a unit of measurement (such as “5.56mm”) generally aren’t referred to with the word “caliber.”

Ammunition Type (Quantity)Purchase DC
5.56mm (20)4
7.62mm (20)4
7.62mmR (20)4
.444 caliber (20)6
.50 caliber (20)6
9mm (50)5
10mm (50)5
.22 caliber (50)4
.32 caliber (50)5
.38 special (50)5
.357 caliber (50)5
.44 caliber (50)5
.45 caliber (50)5
.50AE caliber (50)6
10-gauge buckshot (10)5
12-gauge buckshot {10)4
Arrow (12)8
Crossbow bolt (12)7


5.56mm, 7.62mm, 7.62mmR, .444, .50

These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE

These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).

10-gauge Buckshot. 12-gauge Buckshot

Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

Arrow

Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

Crossbow Bolt

A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

Explosives and Splash Weapons

These weapons explode or burst, dealing damage to creatures or objects within an area (see Grenades and Explosives).
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon
Accessories.
A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect. Molotov cocktails and flasks of acid are examples of splash weapons.
Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the -4 non-proficìent penalty.

Explosives and Splash Weapons

Explosives and splash weapons are described by a number of statistics, as shown on the table below.
Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosives burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive. See the diagram on page 105.
For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type, such as fire damage for a thermite grenade or concussion damage for dynamite) or slashing (a fragmentation grenade). Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if you hit the target two times). See page 130 for more about threat range and critical hits.
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures (a Medium-size weapon, for example, is not the same size as a Medium-size creature or other object). The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand (see Table 5-3, page 138).
Weight: This column gives the weapon’s weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Grenades and Explosives

Many explosives require detonators, which are described in Weapon Accessories.

Grenades & ExplosivesDamageCritical Damage TypeBurst RadiusReflex DCRange IncrementSizeWeightPurchase DCRestriction
40mm fragmentation grenade3d6Slashing10 ft.15Tiny1 lb.16Mil (+3)
C4/Semtex4d6Concussion10 ft.18Small1 lb.12Mil (+3)
Det cord2d6FireSee text12Med2 lb.8Res (+2)
Dynamite2d6Concussion5 ft.1510 ft.Tiny1 lb.12Lic (+1)
Fragmentation grenade4d6Slashing20 ft.1510 ft.Tiny1 lb.15Mil (+3)
Smoke grenadeSee text10 ft.Small2 lb.10
Tear gas grenadeSee textSee text10 ft.Small2 lb.12Res (+2)
Thermite grenade6d6Fire5 ft.1210 ft.Small2 lb.17Mil (+3)
White phosphorus grenade2d6Fire20 ft.1210 ft.Small2 lb.15Mil (+3)
Splash WeaponsDirect Hit DamageSplash DamageCritical 2Damage TypeReflex DCRange IncrementSizeWeightPurchase DCRestriction
Acid, mild1d6120Acid10 ft.Tiny1 lb.6
Molotov cocktaíl 11d6120Fire10 ft.Small1 lb.6
1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.
2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.


40mm Fragmentation Grenade

This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.
The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode.
The purchase DC given is for a box of 6 grenades.

C4/Semtex

So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
Although the damage statistics on the table represent a 1·pound block, C4 is sold in 4-block packages. The purchase DC given represents a package of 4 blocks.
C4/Semtex requires a detonator to set off. lt is considered to be a moderate explosive for the purpose of using a Craft (Chemical) check to manufacture it.

Det Cord

Det cord is an explosive in a rope-like form. Technically, det cord doesn’t explode – but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes.
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.
Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (Chemical) check to manufacture it.

Dynamite

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).
It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If you succeed on the check, the damage or the burst radius of the explosion increases by 50% (your choice).
Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft(Chemical) check to manufacture it.
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse – a fuse can be cut short enough for the dynamite to detonate in the same round {allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Fragmentation Grenade

The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
The purchase DC given is for a box of 6 grenades.

Smoke Grenade

Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it (see “5-foot radius” in the diagram below) with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment {attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
The purchase DC given is for a box of 6 grenades.

Tear Gas Grenade

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills the four squares around it with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills all squares within 10 feet, and on
the third round it fills all squares within 15 feet. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind {21+ mph) disperses it in 1 round.
Anyone caught in a cloud of tear gas must make a Fortitude save (DC 25) or be blinded and stunned for 2d6 rounds. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Thermite Grenade

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.
The purchase DC given is for a box of 6 grenades.

White Phosphorus Grenade

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a “Willie Pete” grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.
The purchase DC given is for a box of 6 grenades.

Splash Weapons

Many splash weapons. such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in the table reflects the typical cost of the necessary components. See the Craft(chemical) skill, for details on making improvised explosives.

Acid, Mild

You can throw a flask of acid as a grenade-like weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid (such as gasoline, pure alcohol, or very high proof liquor), plugged with a rag. A Molotov cocktail is easily made by hand (Craft[Chemical] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Melee Weapons

Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others
are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).
A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll.

Melee Weapons Table

Melee weapons are described by a number of statistics, as shown on the table below.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if you hit the target two times). See page 130 for more about threat range and critical hits.
Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface, such as a club), energy (of a specific type, such as electricity damage for a stun gun), piercing (weapons with a sharp point, such as a bayonet), and slashing (weapons with an edged blade, such as a longsword). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do – but the maximum range for a thrown weapon is five range increments instead of ten.
Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. For example, a knife has a range increment of 10 feet. An attack made from a distance of 10 feet would be at a -2 penalty. An attack from 15 feet would be made at -2, since it’s more than one whole range increment away.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures (a Medium-size weapon, for example, is not the same size as a Medium-size creature or other object). The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.
A Small or smaller weapon is considered a light weapon. lt can be used one-handed and, as a light weapon, is easier to use in your off hand (see Table 5-3, page 138).
Weight: This column gives the weapon’s weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.
Restriction: The restriction rating for the weapon, if any. (None of the weapons on Table 4-7 have restriction ratings.)

Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

WeaponDamageCriticalDamage TypeRange IncrementSizeWeightPurchase DCRestriction
Simple Weapons*
Brass knuckles120BludgeoningTiny1 lb.5
Cleaver1d619-20SlashingSmall2 lb.5
Clubld620Bludgeoning10 ft.Med3 lb.4
Knife1d419-20Piercing10 ft.Tiny1 lb.7
Metal baton1d619-20BludgeoningMed2 lb.8
Pistol whip1d420BludgeoningSmall
Rifle butt1d620BludgeoningLarge
Sap1d6 120BludgeoningSmall3 lb.2
Stun gun 11d320ElectricityTiny1 lb.5
Tonfa 11d420BludgeoningMed2 lb.6
Archaic Weapons**
Bayonet (fixed) 11d4/1d620PiercingLarge1 lb.7
Hatchet1d620Slashing10 ft.Small4 lb.4
Longsword1d819-20SlashingMed4 lb.11
Machete1d619-20SlashingSmall2 lb.5
Rapier1d618-20PiercingMed3 lb.10
Spear1d820PiercingLarge9 lb.6
Straight razor1d419-20SlashingTiny0.5 lb.4
Sword cane 11d618-20PiercingMed3 lb.9
Exotic Melee Weapons***
Chain 11d6/1d620BludgeoningLarge5 lb.5
Chain saw3d620SlashingLarge10 lb.9
Kama1d620SlashingSmall2 lb.5
Katana2d619-20SlashingLarge6 lb.12
Kukri1d4l8-20SlashingSmall1 lb.5
Nunchaku1d620BludgeoningSmall2 lb.3
Three-section staff 11d10/1d1020BludgeoningLarge3 lb.4
* Require the Simple Weapons Proficiency feat.
** Require the Archaic Weapons Proficiency feat.
*** Each requires a specific Exotic Melee Weapon Proficiency feat.
1 See the description of this weapon for special rules.

Brass Knuckles

These pieces of molded metal fit over the outside of your fingers and allow you to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack.
When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.
The cost and weight given are for a single item.

Cleaver

Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Club

Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife

This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). You can select the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a knife.

Metal Baton

This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip

Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.

Rifle Butt

The butt of a rifle can be used as an impromptu club.

Sap

A sap comes in handy when you want to knock out an opponent. This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

Stun Gun

Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage, and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Tonfa

This is the melee weapon carried by most police forces, used to subdue and restrain criminals. You can deal nonlethal damage with a tonfa without taking the usual -4 penalty.

Archaic Melee Weapons

Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Bayonet (Fixed)

The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon – club-like at one end and spearlike at the other. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon (see Attacking with Two Weapons).

Hatchet

This light axe is a chopping tool that deals slashing damage when employed as a weapon.

Longsword

This classic, straight blade is the weapon of knighthood and valor.

Machete

This long-bladed tool looks much like a short, lightweight sword.

Rapier

The rapier is a lightweight sword with a thin blade. You can select the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier.

Spear

This primitive device is a reach weapon. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Straight Razor

Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Sword Cane

This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons

Most exotic weapons are either atypical in form {such as a chain) or improved variations of other melee weapons (such as a katana, which deals more damage than a longsword). Because each exotic weapon is unique in how it is manìpulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the -4 nonproficient penalty.

Chain

Also called the manriki-gusari, this is a simple chain with weighted ends. lt can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.
The chain can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.
If you use the chain as a reach weapon, you can strike opponents up to 10 feet away. In addition, unlike other weapons with reach (such as a spear), you can use it against an adjacent foe. In this case, you can only use one end of the chain effectively; you can’t use it as a double weapon.
Because a chain can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a chain, you get a +2 equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fall to disarm your opponent).
You can select the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain.

Chain Saw

Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Kama

A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana

The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard -4 non-proficiency penalty applies.

Kuhri

This heavy, curved dagger has its sharp edge on the inside of the curve.

Nunchaku

A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Three-Section Staff

Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
The three-section staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon (see Attacking with Two Weapons).

Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon. A chair, for example, can be swung or thrown with equal aplomb.
You take a -4 penalty on your attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the -4 penalty.

Object SizeExamplesDamage
DiminutiveAshtray, CD disk case, crystal paperweight1
TinyFist-sized rock, mug, screwdriver, softball, flashlight, wrench1d2
SmallBottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase1d3
Medium-sizeBar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun1d4
LargeEmpty garbage can, guitar, computer monitor, office chair, tire iron1d6
Huge10-foot ladder, mailbox, oil barrel, park bench, sawhorse1d8
GargantuanDesk, dumpster, file cabinet, large sofa, soda machine2d6
ColossalJunked vehicle, stoplight, telephone pole2d8

You can effectively wield or throw an object of your size category or smaller using one hand. You can effectively wield or throw an object one size category larger than yourself using two hands. For example, a Medium-size character can effectively wield or throw a Medium-size or smaller object with one hand and a Large object with two hands, but cannot effectively wield or throw a Huge or larger object.
An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.
Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. The table above gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.