Exotic Weapons

 

Melee Exotic Weapons Cost Damage Critical Range Weight Type
Unarmed Attacks            
      Ogre Knuckles 10gp * x3 - 2 lb.. -
Tiny            
      Assian Claw 75gp 1d4 x3 - 3 lb. S or P
      Sai2 10gp 1d4 x2 10 ft. 0.5 lb. P
      Parry Dagger 10gp 1d4 19-20/x2 - 1 lb. P
Small            
      Dalgobian Dagger 20gp 1d6 18-20/x2 - 3 lb. P
      War fan 30gp 1d4 x3 - 3 lb. S
Medium-size            
      Thinblade, Elven2 100gp 1d8 18-20/x2 - 3lb. P
Large            
      Gythka2  (double weapon) 100gp 1d8/1d8 x2 - 12 lb. S
      Lajatang2  (double weapon) 90gp 1d8/1d8 x2 - 7 lb. S
      Mancatcher2 30gp 1d4± x2 - 8 lb. B
      Khepesh, Great (Great Scimitar) 50gp 2d6 18-20/x2 - 16 lb. S
      Scythe, War 300gp 2d6 x4 - 15 lb. P,S
      Three-section staff 4gp 1d4 (text) x2 - 8 lb. B
Huge            
      Dalgobian Greatsword 100gp 2d8 19-20/x2 - 20 lb. S

 

Ranged Exotic Weapons Cost Damage Critical Range Weight Type
Tiny            
      Skiprock, barrow1 3gp 1d3 x2 10 ft. 0.25 lb. B
Small            
      Bolas± 5gp 1d4 x2 10 ft. 2 lb. B
      Chatkcha 40gp 1d4 x2 20 ft. 1 lb. S
Medium-size            
      Blowgun, Small 15gp 1 x2 10 ft. 1 lb. P
                    Darts (10) 1gp - - - 0.5 lb. -
      Boomerang 20gp 1d6 x2 20 ft. 5 lb. B
Large            
      Blowgun, Large 20gp 1d2 x2 10 ft. 2 lb. P
                    Darts (10) 1gp - - - 0.5 lb. -
      Crossbow, great 100gp 2d6 18-20/x3 150 ft. 15 lb. P
            [TOP]
Special            
      Whip, Mighty*1            
           +1 Str. bonus1 200gp 1d2± x2 15 ft.* 3 lb. S
           +2 Str. bonus1 300gp 1d2± x2 15 ft.* 4 lb. S
           +3 Str. bonus1 400gp 1d2± x2 15 ft.* 5 lb. S
           +4 Str. bonus1 500gp 1d2± x2 15 ft.* 6 lb. S
      Whip Dagger, Mighty*1            
           +1 Str. bonus1 225gp 1d6 19-20/x2 15 ft.* 4 lb. S
           +2 Str. bonus1 325gp 1d6 19-20/x2 15 ft.* 5 lb. S
           +3 Str. bonus1 425gp 1d6 19-20/x2 15 ft.* 6 lb. S
           +4 Str. bonus1 525gp 1d6 19-20/x2 15 ft.* 7 lb. S

* See weapon entry for special rules
± Deals Subdual Damage
1 From Sword and Fist Guidebook
2 From Dragon Issue #275
3 From Dragon Issue #281

Weapon Equivalents1

Katana Masterwork Bastard Sword
Claymore Greatsword
Wakizashi Masterwork Short Sword
Gladius Short Sword
Scramasax (sax) Short Sword
Ninja-to Short Sword
Flamberge Greatsword
Broadsword Longsword
Bow, Daikyu Longbow (strength bow)
Bow, Hankyu Shortbow
Nagimaki Ranseur
Yari Javelin
Bokken Greatclub

1 From Sword and Fist Guidebook

TOP

 

Bolas

Bolas allow the attacker to make a ranged trip attack that grapples your target. The attacker must succeed at a ranged touch attack with the bolas. This provokes an attack of opportunity in the same way that any other ranged attack would. This causes the listed damage and allows a free opposed trip attack roll, the attacker adding both their strength and dexterity to the opposed check. If you succeed, the target is tripped and automatically grappled with the bolas. Your opponent can extricate themselves from the bolas as a full round action.

 

Boomerang

Returns to its thrower if the attack roll missed.  To catch it, the character must make a Perform(Juggling) check against DC 10.  Failure means the boomerang lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the boomerang may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves.

 

Chatkcha

Returns to its thrower if the attack roll missed.  To catch it, the character must make a Perform(Juggling) check against DC 10.  Failure means the weapon lands in a random direction up to 1d6 x 5 feet away. In addition, a person with Expertise in the weapon may make attacks against creatures with double the threat range if their target is unable to use their dexterity bonus to defend themselves.Nonproficient users trying to catch a returning Chatkcha take damage from its sharp edges.

Crossbow, Great

A huge 2 handed beast of a crossbow, this x-bow is loaded via a winch, is a full round action to load, and provokes AoO.

Dalgobian Dagger

A thick dagger roughly the shape of a railroad spike, this weapon has a barbed edge that can easily cause massive wounds.  Because this weapon is so unwieldy and requires great strength to properly wield, anyone using the Dalgobian Dagger suffers a -2 penalty to all attack rolls.

 

Dalgobian Greatsword

This blade is almost 2 feet longer than a greatsword, and is too large for a Medium-size creature to use at all.

Gythka

A polearm with razor-sharp slashing blades, it is useful for making trip attacks.  If you are tripped in retaliation of your trip attempt, you may drop the weapon instead of being tripped.

It is also a double weapon, allowing 2 trip attempts as a full round action, in place of making normal attacks.

 

Mancatcher

Used to capture opponents un-harmed, the mancatcher results in initiation of an immediate grapple (as a free-action) on a successful attack against a small or medium-sized opponent.  In addition to the normal grappling options (detailed in PHB, Chapter 8), the wielder of the mancatcher can attempt to pull his already-grappled opponent to the ground as a trip action, without the need to roll an attack roll.

The mancatcher is a reach weapon, and cannot be used against opponents in adjacent squares.

Assian Claw

The assian claw looks much like a punching dagger with two additional hooked blades at 45 degree angles on either side of the main blade.  The weapon retains the deadly force of the punching dagger, while the extra blades are useful for disarming opponents.  Wielder's proficient with the assian claw gain a +4 competency bonus when making disarm attempts with the assian claw.

Sai

The Sai is designed to help catch and disarm opponent's weapons, though it can also be used to attack, and even can be thrown.  A sai user gets a +4 bonus on attempts to disarm and opponent.

Monks with exotic weapon proficiency in the Sai may use their unarmed BAB, number of attacks, etc. when fighting with Sai(s).

Khepesh, Great

A big, big, khepesh, common to Arabian-style settings and often used by strong humanoid creatures.

Skiprock, Halfling

Polished and perfectly weighted, these stones are prized by halflings.  If thrown 'just right' they ricochet off one target striking a second.

Thinblade, Elven

Rapier-like weapon favored by dexterous elven fighters and rogues.  Can be used with the Weapon Finesse feat.

Three-Section Staff

This weapon is comprised of 3-sections of wood, of equal lengths, joined at the ends by chain, leather, or rope.

A monk who takes the exotic weapon proficiency in this weapon fights with her unarmed BAB and number of attacks per round.  The staff requires 2-hands to use.  A Monk/Weaponmaster may choose this staff as her weapon of choice. A monk may substitute their normal unarmed damage for the damage the staff does.

This staff may strike at any target within 10' (counts as a reach weapon).

Parry Dagger

Used in the off-hand as a means to disarm one's opponent, this weapon is held as a shield, not another weapon, and does not cause penalties for fighting with 2-weapons.  Grants a +2 circumstance bonus when disarming.attempts and sundering blades with your primary weapon.

If used as a weapon of attack, it is treated as a normal dagger, and all normal penalties for fighting with 2 weapons apply.

War Fan

This appears to be nothing more than a beautifully crafted surian fan, but is crafted as an instrument of death.

Ogre Knuckles

These metal and stone weapons are worn over the fingers and knuckles. They cause normal (not subdual) damage, and inclrease the threat range of a critical.