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Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons. While most weapons require some amount of training to use well, almost anyone can pick up a weapon and attempt to use it to deal damage to another creature.

Like all tools, weapons may be crafted as a masterwork or infused with magic to increase their damage and accuracy, and to give them additional magical properties. An enhanced weapon’s enhancement bonus is added to both the weapon’s attack and damage rolls.

Weapon Properties[]

Each weapon has a number of properties that determines how it functions in battle. These properties are listed in the weapon's description.

Melee Weapons[]

Melee weapons deal damage at close range. There are seven categories of melee weapons; most use your Strength to determine your proficiency. All melee weapons use your Strength modifier to determine their melee damage bonus.

Reach[]

Some melee weapons have the reach property. These weapons can perform attacks against creatures that are not adjacent. The number after the weapon's reach property indicates the number of additional paces that the attack can reach into. Melee weapons which do not have the reach property may only attack adjacent creatures.

Ranged Weapons[]

Ranged weapons are used to make ranged weapon attacks. There are four categories of ranged weapons; all use your Dexterity to determine your proficiency and ranged damage bonus.

Range[]

All ranged weapons have a range, which is listed as a pair of numbers separated by a slash. The first number is the weapon's short range - attacks can be made against targets this many paces away without penalty. Attacks made against creatures further away suffer a -2 range penalty, out to a maximum range equal to the number after the slash.

Size[]

Weapons can be one of several sizes.

Off-Hand[]

Off-hand weapons are small and nimble enough to be wielded as your character's secondary weapon, while you are wielding another weapon or holding another object in your main hand.

One-Handed[]

One-handed weapons must be wielded in your main hand, but do not require your off-hand at all.

Versatile[]

Versatile weapons may be wielded one-handed or two-handed. When wielded two-handed, a versatile melee weapon gains +1 to damage for each weapon damage die that is rolled. Versatile ranged weapons also exist, which may be wielded one-handed or two-handed, but suffer a -1 penalty to accuracy when wielded one-handed. Small creatures must wield versatile weapons as if they were two-handed weapons, and gain no bonus for doing so.

Two-Handed[]

A two-handed weapon must be wielded in both hands. Small creatures may not wield two-handed weapons unless they also have the 'small' property.

Using Two Weapons[]

When you wield a single weapon, that weapon is considered your main weapon. If you wield two weapons, the larger is considered your main weapon, and the smaller is considered your secondary weapon. If both weapons are the same size, you may choose which is your main weapon and which is your secondary weapon.

Damage[]

Weapons deal one of three damage types: slashing, piercing, and bashing. A weapon's base damage is determined by a die roll - weapons may deal a D4, D6, D8, D10, or D12 damage. When an action block refers to a weapon's damage die, it will use the code 1dW - this means to roll the weapon's damage die and use that number as the weapon's damage. Some actions will deal additional damage - this will be listed as 2dW or 3dW or more. Roll a number of the weapon's dice equal to the number listed before the 'dW', and add them together.

Weapons also deal additional damage based on your melee damage bonus, which is equal to your Strength modifier, or your ranged damage bonus, which is equal to your Dexterity modifier. When you deal damage with a weapon, roll the weapon's damage die and add your melee or ranged damage bonus to the result.

Slashing Weapons[]

Slashing weapons deal damage through large, rending wounds, and thus typically deal higher damage than piercing or bashing weapons, but are less effective against heavy armor.

Bashing Weapons[]

Bashing weapons deal damage through blunt trauma. While they deal less damage to characters in heavy armor, they often ignore the armor's defense bonus.

Piercing Weapons[]

Piercing weapons typically make small, deep wounds which bleed heavily. They deal full damage to characters in heavy armor, but typically deal slightly less damage overall.

Other Properties[]

Swift[]

A swift weapon may be used to make an attack as an immediate action.

Load Free[]

A load free weapon uses ammunition. After each shot, it must be reloaded as a free action before it may be fired again.

Load Immediate[]

A load immediate weapon uses ammunition. After each shot, it must be reloaded as an immediate action before it may be fired again.

Load Move[]

A load move weapon uses ammunition. After each shot, it must be reloaded as a move action before it may be fired again.

Load Standard[]

A load free weapon uses ammunition. After each shot, it must be reloaded as a standard action before it may be fired again.

Weapon Groups[]

Weapons are divided into 10 categories, called weapon groups. Each group requires a certain amount of training to use accurately; your training in a weapon group is called Proficiency. Like skills, having proficiency in a weapon group grants you a training bonus when wielding a weapon in that group. In addition to the 11 weapon categories, there are two unarmed proficiencies, which represent training in bare-handed attacks.

Unarmed[]

Unarmed attacks deal damage at close range. If you are not wielding a weapon, you may still make a basic unarmed attack, which deals 1d4 bashing damage. Your Unarmed proficiency is based on the higher of your Strength or Dexterity. Some weapons, such as katars, use the same essential proficiency as unarmed attacks.


File:Unarmed Attack.png
Unarmed Attack[]

(off-hand provoking unarmed attack)

Attack:

Unarmed vs. armor

(adjacent)


Hit:

1D4 bashing damage.


Katar
Katar[]

(off-hand unarmed blade - trained only)

Attack:

blades +1 or unarmed +1 vs. armor

(adjacent)


Hit:

1d4 + [ melee damage bonus ] piercing or 1d6 + [ melee damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage.

Grappling[]

Characters with at least one arm free may attempt to grab and hold other creatures. Your Grappling proficiency is based on the higher of your Strength or Constitution. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.


File:Grapple Attack.png
Grapple Attack[]

(two-handed provoking unarmed attack)

Attack:

Grappling vs. higher of reflex or fortitude

(adjacent)


Hit:

The target becomes grabbed.

Blades[]

Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; your Blades attack modifier is based on the higher of your Strength or Dexterity. Some Blades can also be used as Thrown weapons.


Dagger
Dagger[]

(off-hand thrown blade)

Attack:

blades +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Katar
Katar[]

(off-hand unarmed blade - trained only)

Attack:

blades +1 or unarmed +1 vs. armor

(adjacent)


Hit:

1d4 + [ melee damage bonus ] piercing or 1d6 + [ melee damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Shortsword
Shortsword[]

(off-hand sword or blade - trained only)

Attack:

swords +1 or blades +1 vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Rapier
Rapier[]

(one-handed blade - trained only)

Attack:

blades +2 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.

Flails[]

Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. Your flail proficiency is based on the higher of your Strength or Dexterity.


Whip
Whip[]

(off-hand flail - trained only)

Attack:

flails +1 vs. armor

(reach 1)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


War Flail
War Flail[]

(versatile flail)

Attack:

flails vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Grappling Hook
Grappling Hook[]

(off-hand thrown flail - trained only)

Attack:

flails or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target is knocked prone.


Spiked Chain
Spiked Chain[]

(two-handed flail - expert only)

Attack:

flails vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target is knocked prone.

Axes[]

Axes are wide, cleaving bladed melee weapons designed for making large and deep wounds. Your Axe proficiency is always based on your Strength.


Handaxe
Handaxe[]

(off-hand thrown axe)

Attack:

Axes vs. armor

(2/5 squares)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Falchion
Falchion[]

(versatile axe or sword - trained only)

Attack:

axes +1 or swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Battleax
Battleax[]

(versatile axe)

Attack:

Axes vs. armor

(adjacent)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Greataxe
Greataxe[]

(two-handed axe)

Attack:

Axes vs. armor

(adjacent)


Hit:

1d12 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Halberd
Halberd[]

(two-handed axe polearm - trained only)

Attack:

Axes or Polearms vs. armor

(reach 1)


Hit:

1d12 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 10 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Bludgeons[]

Bludgeons are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges, although some bludgeons are augmented with spikes to increase their damage. Your Bludgeon proficiency is always based on your Strength.


Rock
Rock[]

(off-hand thrown bludgeon)

Attack:

bludgeons or thrown vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.

Special:

This weapon may be used to represent any hand-sized object that could be picked up and used as a weapon.


Sap
Sap[]

(off-hand bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor.

(adjacent)


Hit:

1d4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Club
Club[]

(versatile bludgeon)

Attack:

bludgeons vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Mace
Mace[]

(versatile bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor, and ignores resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn and pushed 2 paces.


Morningstar
Morningstar[]

(versatile bludgeon)

Attack:

bludgeons vs. armor.
This weapon gains a +5 bonus vs. heavy armor.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing and piercing damage.
On a critical hit, the target is dazed until the end of your next turn and begins bleeding 5 ongoing damage.


Quarterstaff
Quarterstaff[]

(versatile bludgeon polearm)

Attack:

bludgeons or polearms vs. armor

(reach 1)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Hammers[]

Hammers are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Hammers can also be used as thrown weapons. Your Hammer proficiency is always based on your Strength.


Hand Hammer
Hand Hammer[]

(one-handed thrown hammer)

Attack:

hammers or thrown vs. armor

(2/5 paces)

Special:

This weapon gains a +5 bonus vs. heavy armor when used as a melee weapon, and ignores bashing resistance on a natural 20 attack roll.


Hit:

1D6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Warpick
Warpick[]

(versatile hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d6 + [ melee damage bonus ] bashing and piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Warhammer
Warhammer[]

(versatile hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d8 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed 2 paces and knocked prone.


Maul
Maul[]

(two-handed hammer)

Attack:

hammers vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(adjacent)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Footman's Maul
Footman's Maul[]

(two-handed polearm hammer - trained only)

Attack:

hammers or polearms vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(reach 1)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Spears[]

Spears are essentially light blade-like melee weapons affixed to the ends of poles, giving them a longer reach and better leverage for piercing armor. Your Spear proficiency is always based on your Strength.


Shortspear
Shortspear[]

(versatile thrown spear)

Attack:

spears +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d6 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Longspear
Longspear[]

(versatile spear polearm)

Attack:

spears +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.


Greatspear
Greatspear[]

(two-handed spear polearm - trained only)

Attack:

spears or polearms vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding ongoing 5 damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Swords[]

Swords are long, sharp bladed melee weapons that deal damage primarily through slashing attacks. Your Sword proficiency is always based on your Strength.


Shortsword
Shortsword[]

(off-hand sword or blade - trained only)

Attack:

swords +1 or blades +1 vs. armor

(adjacent)


Hit:

1d6 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Broadsword
Broadsword[]

(one-handed sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Longsword
Longsword[]

(versatile sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Falchion
Falchion[]

(versatile axe or sword - trained only)

Attack:

axes +1 or swords +1 vs. armor

(adjacent)


Hit:

1d8 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Bastard Sword
Bastard Sword[]

(versatile sword - expert only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Greatsword
Greatsword[]

(two-handed sword - trained only)

Attack:

swords +1 vs. armor

(adjacent)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Glaive
Glaive[]

(two-handed sword polearm - trained only)

Attack:

swords +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Polearms[]

Polearms are essentially heavy blades, axes, spears or maces affixed to the ends of staves, giving those melee weapons a longer reach and more momentum. Your Polearm proficiency is always based on your Strength. If you are proficient in a particular polearm weapon, you may use the higher of your Polearms proficiency or your proficiency with the polearm’s other weapon group to determine your attack roll with that weapon.


Glaive
Glaive[]

(two-handed sword polearm - trained only)

Attack:

swords +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Halberd
Halberd[]

(two-handed axe polearm - trained only)

Attack:

Axes or Polearms vs. armor

(reach 1)


Hit:

1d12 + [ melee damage bonus ] slashing damage.
On a critical hit, the target begins bleeding 10 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Quarterstaff
Quarterstaff[]

(versatile bludgeon polearm)

Attack:

bludgeons or polearms vs. armor

(reach 1)


Hit:

1d6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Footman's Maul
Footman's Maul[]

(two-handed polearm hammer - trained only)

Attack:

hammers or polearms vs. armor. This weapon gains a +5 bonus vs. heavy armor, and ignores bashing resistance on a natural 20 attack roll.

(reach 1)


Hit:

1d10 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is pushed two paces and knocked prone.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Longspear
Longspear[]

(versatile spear polearm)

Attack:

spears +1 or polearms +1 vs. armor

(reach 1)


Hit:

1d8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.
Greatspear
Greatspear[]

(two-handed spear polearm - trained only)

Attack:

spears or polearms vs. armor

(reach 1)


Hit:

1d10 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding ongoing 5 damage.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Thrown Weapons[]

Thrown weapons are anything small enough or balanced enough to be picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as thrown weapons. Your Thrown proficiency is based on your Dexterity, but uses your melee damage bonus rather than your ranged damage bonus to determine damage. Some weapons are thrown weapons and also fall under a different weapon group, such as spear or light blade; you always use your Thrown proficiency when using the weapon at range, and use the weapon's other proficiency when performing a melee attack with that weapon.


Rock
Rock[]

(off-hand thrown bludgeon)

Attack:

bludgeons or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.

Special:

This weapon may be used to represent any hand-sized object that could be picked up and used as a weapon.


File:Caltrop.png
Caltrop[]

(off-hand thrown weapon - trained only)

Target:

A cone 2 area in front of you (Thrown - DC 10).


Hit:

The target area is filled with caltrops. Any creature that attempts to move through this area must make an Acrobatics or Endurance saving throw slowed and takes 1D4 piercing damage.

Miss:

The caltrops scatter into your own space, and spread out in a cone 2 pattern in a random direction (1d8 - north is 1).


File:Tanglefoot Bomb.png
Tanglefoot Bomb[]

(off-hand thrown bomb)

Attack:

Each creature in blast (thrown vs. reflex)

(blast 1 within 5/10 paces)


Hit:

The target is immobilized until they break free or escape.

Effect:

Each creature which moves through a space in the blast before the end of the encounter must make a hard Acrobatics check or be slowed until they break free or escape.

Slipgrease bomb

Glitterdust bomb

Thunderstone bomb

Acid bomb


File:Smoke Bomb.png
Smoke Bomb[]

(off-hand thrown bomb)

Attack:

thrown - DC 10

(blast 2 within 5/10 paces)


Hit:

The area is filled with smoke, which grants partial concealment if line of sight passes through one to two spaces of smoke, or total concealment of line of sight passess through three or more spaces of smoke.

Miss:

The attack scatters 1d4 paces in a random direction for every 5 points that your check result missed the difficulty by - roll 1d8 to determine direction.


Grappling Hook
Grappling Hook[]

(off-hand thrown flail - trained only)

Attack:

flails or thrown vs. armor

(5/10 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target is knocked prone.


Dart
Dart[]

(off-hand swift thrown weapon - trained only)

Attack:

thrown +1 vs. armor

(7/15 paces)


Hit:

1D4 + [ melee damage bonus ] piercing damage.


Dagger
Dagger[]

(off-hand thrown blade)

Attack:

blades +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d4 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


File:Sling.png
Sling[]

(one-handed thrown weapon)

Attack:

thrown +1 vs. armor

(12/25 paces)

Special:

The Sling uses rocks or bombs as ammunition, and may be loaded as an immediate action.

Hit:

1D4 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Hand Hammer
Hand Hammer[]

(one-handed thrown hammer)

Attack:

hammers or thrown vs. armor

(2/5 paces)

Special:

This weapon gains a +5 bonus vs. heavy armor when used as a melee weapon, and ignores bashing resistance on a natural 20 attack roll.


Hit:

1D6 + [ melee damage bonus ] bashing damage.
On a critical hit, the target is dazed until the end of your next turn.


Shortspear
Shortspear[]

(versatile thrown spear)

Attack:

spears +1 or thrown +1 vs. armor

(5/10 paces)


Hit:

1d6 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.


File:Atlatl.png
Atlatl[]

(versatile thrown weapon - trained only)

Attack:

thrown +1 vs. armor

(10/20 paces)

Special:

The atlatl uses shortspears as ammunition, and may be loaded as an immediate action.

Hit:

1D8 + [ melee damage bonus ] piercing damage.
On a critical hit, the target begins bleeding 5 ongoing damage.

Bows[]

Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Your Bow proficiency is always use your Dexterity.


Shortbow
Shortbow[]

(two-handed load free bow - trained only)

Attack:

bows +1 vs. armor

(15/30 paces)


Hit:
(Bodkin)

1d6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d8 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Special:

Small characters may use a shortbow without penalty, even though it is a two-handed weapon.


Longbow
Longbow[]

(two-handed load free bow - trained only)

Attack:

bows +1 vs. armor

(20/40 paces)


Hit:
(Bodkin)

1d8 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d10 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Greatbow
Greatbow[]

(two-handed load free bow - expert only)

Attack:

bows +1 vs. armor

(25/50 paces)


Hit:

1d10 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Hit:
(Broadhead)

1d12 + [ ranged damage bonus ] slashing damage. On a critical hit, the target begins bleeding 5 ongoing damage if unarmored or in light armor.


Special:

Readying or sheathing this weapon is a move action. If you would ready or sheath a weapon as a free action, you ready or sheath this weapon as an immediate action instead.

Crossbows[]

Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. Your Crossbow proficiency is always use your Dexterity.


Hand Crossbow
Hand Crossbow[]

(off-hand load immediate crossbow weapon)

Attack:

crossbows vs. armor

(10/20 paces)


Hit:

1D6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Light Crossbow
Light Crossbow[]

(versatile load immediate crossbow weapon)

Attack:

crossbows vs. armor (one-handed: crossbows -1 vs. armor)

(15/30 paces)


Hit:

1D8 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Heavy Crossbow
Heavy Crossbow[]

(two-handed load move crossbow weapon)

Attack:

crossbows vs. armor

(20/40 paces)


Hit:

1D10 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Repeating Crossbow
Repeating Crossbow[]

(two-handed swift crossbow weapon)

Attack:

crossbows vs. armor

(15/30 paces)


Hit:

1D6 + [ ranged damage bonus ] piercing damage. On a critical hit, the target begins bleeding 5 ongoing damage.


Special:

Reloading is a standard action which loads 8 bolts at once.

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