D20r:Weapons

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Weapons

Weapons Proficiency Cost Damage (S) Damage (M) Weight Type Handedness Properties Range Increment
Bastard Sword Swords 35gp 1d8 1d10 4 S One or Two High Critical -
Battleaxe Axes 10gp 1d6 1d8 3 S One or Two Heavy Critical -
Bayonet, Hand Crossbow Knives 15gp 1d2 1d3 1 P One High Critical -
Bayonet, Heavy Crossbow Knives 40gp 1d4 1d6 1 P Two High Critical -
Bayonet, Light Crossbow Knives 30gp 1d3 1d4 1 P Two High Critical -
Blade Talons Claws 15gp 1d4 1d6 1 S One (O) Disarming, Finesse -
Bladed Boomerang Throwing 15gp 1d3 1d4 3 S One Bleeding, Returning, Throwing 10'
Bladed Cestus Claws 4gp 1d4 1d6 1 BSP One (O) Heavy Critical, Finesse -
Blowgun Simple 1gp - - 1 - Two Concealable, Needle Ammunition, Quick Reloading 10'
Bolas Throwing 5gp 1d3 1d4 2 B One Throwing, Tripping 10'
Boomerang Throwing 5gp 1d3 1d4 2 B One Returning, Throwing, Tripping 20'
Club Simple 5sp 1d4 1d6 3 B One or Two Impacting 10'
Dagger Simple, Knives 2gp 1d3 1d4 1 S/P One (O) Concealable, Finesse, High Critical, Throwing 10'
Dagger, Main Gauche Knives 5gp 1 1d2 1 P One (O) Defending -
Dagger, Punching Knives, Claws 2gp 1d3 1d4 1 P One (O) Finesse, Heavy Critical -
Dart Knives, Throwing 5sp 1d3 1d4 0.5 P One Concealable, Throwing 20'
Dwarven Urgrosh Axes, Spears 50gp 1d6/1d4 1d8/1d6 6 S or P One or Two Bracing or Heavy Critical, Double Weapon -
Dwarven Waraxe Axes 30gp 1d8 1d10 4 S One or Two Heavy Critical -
Falchion Swords 75gp 1d6 2d4 4 S Two High Critical -
Flail Flails 8gp 1d6 1d8 3 B One (O) Disarming, Impacting -
Gauntlet Simple 2gp 1d2 1d3 1 B One Finesse -
Gauntlet, Clawed Simple 5gp 1d3 1d4 1 S One Finesse -
Gauntlet, Spiked Simple 5gp 1d3 1d4 1 P One Finesse -
Glaive Polearms 8gp 1d8 1d10 5 S Two Reach, Tripping -
Gnome Hooked Hammer Hammers 20gp 1d6/1d4 1d8/1d6 4 B or P One or Two Double Weapon, Impacting or Tripping -
Godendag Polearms 5gp 1d6 1d8 3 B or P Two Bracing, Heavy Critical -
Greataxe Axes 20gp 1d10 1d12 6 S Two Heavy Critical -
Greatclub Hammers 5gp 1d8 1d10 4 B Two Impacting -
Greater Talons Claws 25gp 1d6 1d8 1 S One Vicious 1, Finesse -
Greatsword Swords 50gp 1d10 2d6 4 S Two High Critical -
Guisarme Polearms 9gp 1d6 2d4 6 S Two Heavy Critical, Reach -
Halberd Polearms 10gp 1d8 1d10 6 P or S Two Bracing, Reach -
Hand Crossbow Crossbows 100gp - - 2 - One Bolt Ammunition, High Critical, Slow Loading 30'
Handaxe Axes 6gp 1d4 1d6 1 S One (O) Finesse, Heavy Critical, Throwing 10'
Heavy Crossbow Crossbows 50gp - - 6 - Two Bolt Ammunition, High Critical, Slow Loading 120'
Heavy Crossbow, Repeating Crossbows 400gp - - 10 - Two Bolt Ammunition, High Critical, Slow Loading 120'
Heavy Flail Flails 15gp 1d8 1d10 5 B Two Disarming, Impacting -
Heavy Mace Hammers 12gp 1d6 1d8 5 B Two Impacting -
Heavy Pick Hammers 8gp 1d4 1d6 4 P Two Heavy Critical -
Javelin Throwing 1gp 1d4 1d6 1 P One Throwing 30'
Kama Axes 2gp 1d4 1d6 1 S One (O) Disarming, Finesse -
Katana Swords 100gp 1d8 1d10 3 S One or Two Finesse -
Khopesh Swords 25gp 1d6 1d8 6 S Two Tripping -
Kukri Knives 8gp 1d3 1d4 2 S One (O) Bleeding, Finesse -
Kusari-Gama Flails 10gp 1d4 1d6 2 S One Finesse, Tripping -
Lance Polearms 10gp 1d6 1d8 5 P One or Two Charging, Mounted -
Librum Flails 50gp 1d4 1d6 3 B One Special -
Light Crossbow Crossbows 35gp - - 4 - Two Bolt Ammunition, High Critical, Slow Loading 80'
Light Crossbow, Repeating Crossbows 250gp - - 6 - Two Bolt Ammunition, High Critical, Slow Loading 80'
Light Hammer Hammers, Simple 1gp 1d3 1d4 2 B One Finesse, Impacting, Throwing 10'
Light Mace Hammers 5gp 1d4 1d6 3 B One or Two Finesse, Impacting -
Light Pick Hammers, Simple 4gp 1d4 1d6 2 P One Finesse, Heavy Critical -
Longbow Bows 75gp - - 3 - Two Arrow Ammunition, Heavy Critical, Quick Loading 100'
Longbow, Composite Bows 100gp - - 3 - Two Arrow Ammunition, Forceful, Heavy Critical, Quick Loading 110'
Longspear Spears 5gp 1d6 1d8 5 P Two Bracing, Reach -
Longsword Swords 15gp 1d6 1d8 3 S One or Two High Critical -
Morningstar Hammers 8gp 1d6 1d8 5 B/P One or Two Impacting -
Net Throwing 20gp - - 3 - One (O) Special, Throwing, Touch 10'
Nunchaku Flails 2gp 1d4 1d6 2 B One (O) Disarming, Finesse -
Orc Double Axe Axes 60gp 1d6/1d6 1d8/1d8 8 S Two Double Weapon, Heavy Critical -
Quarterstaff Simple 5sp 1d4/1d4 1d6/1d6 3 B Two Defending, Double Weapon -
Ranseur Polearms 10gp 1d6 2d4 6 P Two Disarming, Reach -
Rapier Swords 20gp 1d4 1d6 2 P One Finesse, High Critical -
Sai Knives 1gp 1d3 1d4 1 P One (O) Disarming, Finesse, Throwing 10'
Sap Hammers 1gp 1d4 1d6 2 B One Finesse, Knockout -
Scimitar Swords 15gp 1d4 1d6 3 S One or Two Bleeding -
Scythe Polearms 18gp 1d6 2d4 5 P or S Two Heavy Critical -
Shield, Heavy Shields As shield 1d3 1d4 As shield B One (O) -
Shield, Heavy Spiked Shields As shield 1d6 1d8 As shield P One (O) -
Shield, Light Shields As shield 1d2 1d3 As shield B One (O) -
Shield, Light Spiked Shields As shield 1d4 1d6 As shield P One (O) -
Shortbow Bows 30gp - - 2 - Two Arrow Ammunition, Heavy Critical, Quick Loading 60'
Shortbow, Composite Bows 75gp - - 2 - Two Arrow Ammunition, Forceful, Heavy Critical, Quick Loading 700'
Shortspear Spears, Simple 2gp 1d4 1d6 3 P One or Two Finesse, Throwing 20'
Shortsword Swords 10gp 1d4 1d6 2 P/S One or Two Finesse, High Critical -
Shuriken (5) Throwing 1gp 1 1d2 0.1 P One Volley 10'
Sickle Simple 6gp 1d4 1d6 2 S One Tripping -
Sling Simple 5sp - - 0.1 - One Bullet Ammunition, Concealable, Forceful, Quick Loading 50'
Spear Spears 2gp 1d6 1d8 3 P Two Bracing, Throwing 20'
Spiked Chain Flails 25gp 1d4/1d4 1d6/1d6 10 S/P Two Continuous Reach, Double Weapon, Finesse, Tripping -
Three-Section Staff Flails 90gp 1d6/1d6 1d8/1d8 5 B Two Disarming, Double Weapon -
Trench Knife Knives, Claws 10gp 1d4 1d6 0.5 S One (O) Concealable, Finesse -
Trident Spears 15gp 1d6 1d8 2 P Two Bracing, Disarming 10'
Two-Bladed Sword Swords 100gp 1d6/1d6 1d8/1d8 5 S Two Double Weapon, High Critical -
Wakizashi Knives 3gp 1d4 1d6 1 S One (O) Finesse, High Critical -
War Fan Throwing 15gp 1d4 1d6 1 B/S One Defending, Disarming, Finesse 10'
Warhammer Hammers 12gp 1d6 1d8 3 B One or Two Impacting -
Whip Flails 1gp 1d2 1d3 2 S One Continuous Reach, Disarming, Knockout, Touch, Tripping -

Ammunition

Name Price Damage (S) Damage (M) Weight Type Properties Range Increment
Blowgun Needles (20) 1gp 1 1 1 P Special -
Hand Crossbow Bolts (10) 1gp 1d3 1d4 1 P - -
Heavy Crossbow Bolts (10) 1gp 1d8 1d10 1 P - -
Heavy Repeating Crossbow Bolts (5) 1gp 1d8 1d10 1 P Special -
Light Crossbow Bolts (10) 1gp 1d6 1d8 1 P - -
Light Repeating Crossbow Bolts (5) 1gp 1d6 1d8 1 P Special -
Longbow Arrow, Moss (1) 50gp 1d3 1d4 0.1 P Special -
Longbow Arrow, Noisemaker (1) 30gp 1 1 0.1 P Special -
Longbow Arrow, Rope (1) 1gp 1d3 1d4 0.1 P Special -
Longbow Arrow, Water (10) 1gp - - 0.1 - Special -
Longbow Arrows (20) 1gp 1d6 1d8 3 P - -
Longbow Arrows, Dragonsbreath (20) 500gp 1d6 + 1d6 fire 1d8 + 1d6 fire 3 Special Special -
Shortbow Arrows (20) 1gp 1d4 1d6 3 P - -
Shortbow Arrows, Dragonsbreath (20) 500gp 1d4 + 1d6 fire 1d6 + 1d6 fire 3 Special Special -
Sling Bullets (20) 1sp 1d3 1d4 5 B - -
Sling Bullets, Improvised - 1d2 1d3 - B - -

Weapon Descriptions

Proficiency: This column lists the weapon group proficiency necessary to wield this weapon without a penalty. If a weapon has multiple proficiencies, only one is necessary to utilize the weapon, but any effects that you may have from investing prowess in any associated proficiency feat apply to the weapon.

Cost: This column lists the cost of the weapon in gold pieces.

Damage: These two columns list the damage for a weapon of this type for a Small creature (S) or a Medium creature (M). Larger or smaller creatures deal damage according to the typical damage die scalar.

Weight: This column lists the weight of a typical weapon of that type in pounds. Weapons made of special materials may weigh more or less than this amount.

Type: This column lists the damage type of the weapon: bludgeoning (B), piercing (P), and/or slashing (S). A weapon that has multiple damage types divided with a slash (like the war fan) deals both kinds of damage simultaneously for the purposes of overcoming damage reduction. A weapon that has multiple damage types divided with an 'or' deals one kind or the other, as determined by the wielder.

Handedness: This is how many hands are required to properly wield the weapon. A weapon with 'one or two' can be wielded with either one or two hands (wielder's option); wielding one-handed may allow the use of a second weapon or shield, while two-handed wielding may provide more damage. If the weapon has an (O), that means that the weapon is especially suitable for use in an off-hand while fighting with two weapons. When a weapon with this property is wielded as the off-hand weapon while utilizing the Two-Weapon Fighting feat, the penalty for fighting with two weapons is decreased by 1.

Properties: Weapons have different properties intrinsic to their makeup. They are as follows:

  • Arrow Ammunition: A weapon with the arrow ammunition property uses arrows that match its type. See the 'ammunition' section.
  • Bleeding: A weapon with the bleeding property deals damage on the round following an attack equal to its numeric enhancement bonus. For example, a flaming kukri +3, despite being a +4 weapon, will only deal 3 bleeding damage on the following round. Multiple sources of bleeding damage stack, so a creature struck four times by a flaming kukri +3 will take 12 damage on the following round. Bleeding damage uses the same damage type as the weapon that inflicted the bleeding for the purposes of damage reduction.
  • Bolt Ammunition: A weapon with the bolt ammunition property uses bolts that match its type. See the 'ammunition' section following the weapon itself.
  • Bracing: If you use a ready action to set a weapon with the bracing property against a charge, you deal double damage on a successful hit against a charging character.
  • Bullet Ammunition: A weapon with the bullet ammunition property uses bullets that match its type. See the 'ammunition' section following the weapon itself.
  • Charging: A weapon with the charging deals double damage when used from the back of a charging mount.
  • Concealable: You get a +2 bonus on Legerdemain checks made to conceal a weapon with the concealable property on your body (see the Legerdemain skill).
  • Continuous Reach: A weapon with the continuous reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size). In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
  • Defending: A weapon with the defending property adds a shield bonus to the wielder's Armor Class equal to the numeric enhancement bonus of the weapon. For example, a flaming main gauche +3, despite being a +4 weapon, will only provide a +3 shield bonus to the wielder's AC.
  • Disarming: When using a weapon with the disarming property, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). In addition, you ignore any penalty to disarming that stems from the weapon's handedness.
  • Double Weapon: A double weapon is a weapon where both ends of the weapon are capable of striking an enemy for relevant damage. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
  • The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon--only one end of the weapon can be used in any given round.
  • Finesse: A weapon with the finesse property is usable with the Weapon Finesse feat and may also confer special benefits to a fencer who wields the weapon.
  • Forceful: A weapon with the forceful property allows you to apply your Strength modifier to damage with ranged attacks. Only missile weapons have the forceful property: thrown weapons add the wielder's Strength modifier to damage automatically.
  • Heavy Critical: A weapon with the heavy critical property adds damage on a critical hit, 1d6 per point of numeric enhancement bonus of the weapon. For example, a flaming punching dagger +3, despite being a +4 weapon, will only provide an extra 3d6 points of damage on a critical hit. This damage is not maximized on a critical hit.
  • High Critical: A weapon with the high critical property makes a critical hit on a 19 or 20, not just a 20.
  • Impacting: When using a weapon with the impacting property, you get a +2 bonus on opposed attack rolls made to sunder an object. In addition, you ignore any penalty to sundering that stems from the weapon's handedness.
  • Knockout: A weapon with the knockout property deals nonlethal damage instead of lethal damage, and does so without penalty.
  • Mounted: A weapon with the mounted property gains a +1 circumstance bonus to hit and to damage when used from the back of a mount.
  • Needle Ammunition: A weapon with the needle ammunition property uses needles that match its type. See the 'ammunition' section following the weapon itself.
  • Off-Hand: When a weapon with the off-hand property is wielded as the off-hand weapon while utilizing the Two-Weapon Fighting feat, the penalty for fighting with two weapons is decreased by 1.
  • Quick Loading: A weapon with the quick loading property takes no action to load and can therefore be fired for as many times as your Base Attack Bonus allows.
  • Reach: A weapon with the reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size).
  • Returning: A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).
  • Slow Loading: Loading a weapon with the slow loading property is a move action that provokes attacks of opportunity.
  • Special: The weapon has one or more unique properties. See the Special Properties section for details.
  • Throwing: A weapon with the throwing property may be used as a thrown weapon at no penalty.
  • Touch: A touch weapon targets a creature's touch Armor Class, rather than its full Armor Class.
  • Tripping: You can use a weapon with the tripping property to make trip attacks. If the weapon is a melee weapon and you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. If the weapon is a ranged weapon, you cannot be counter-tripped.
  • Vicious: When rolling damage for a weapon with the brutal property, if the damage on the die is equal to or less than the vicious value, reroll the die. For weapons that roll multiple dice, the value applies to each die of the weapon's damage.
  • Volley: A weapon with the volley property allows its wielder to throw up to 3 as one attack in a full-attack routine. All three projectiles use the same attack roll, and precision damage only applies once. In addition, weapons with the volley property are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Range Increment: Weapons with range increments listed are capable of being thrown easily. Generally, they have the Throwing property or use ammunition. Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Special Weapon Descriptions

Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Arrows come in a leather quiver that holds 20 arrows.

Arrow, Dragonsbreath: Dragonsbreath arrows explode upon striking a target, much like a vial of alchemist's fire. In addition, a creature or flammable object struck by a dragonsbreath arrow must make a Reflex save (DC 13) or light on fire.

Arrow, Moss: A moss arrow affects its target as if it had been hit successfully by a tanglefoot bag.

Arrow, Noisemaker: A noisemaker arrow affects its target and the surrounding area as if it had been hit successfully by a thunderstone.

Arrow, Rope: A rope arrow trails a 20' rope behind it, suitable for climbing. Generally, rope arrows are not used for combat but instead for climbing. However, shooting an opponent within 20' with a rope arrow allows you to attempt to prevent an opponent from moving away. If you do so, make a contested Strength check with the target if they attempt to move further than 20' away from you: success means they cannot move outside of that range, and failure means they break free.

Arrow, Water: Water arrows inflict no damage upon striking a target, but instead put out torches and small fires. Clerics occasionally cast bless water on a sheaf of water arrows before going into battle against undead: if this is done, water arrows instead act like holy water when they strike a target.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow).

Crossbow, Repeating: A repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts follows the standard rules for the slow loading property.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Gauntlet: Gauntlets come with medium and heavy armors for free (except breastplate), though they must be enchanted separately. Your opponent cannot use a disarm action to disarm you of gauntlets.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage and carries the impacting property. Its hook is a piercing weapon that deals 1d4 points of damage and carries the tripping property. You can use either head as the primary weapon and the other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can't use it as a double weapon--only one end of the weapon can be used in any given round.

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

Librum: A librum is an iron- or steel-shod book attached to a long chain. Many people liken a librum to a flail, but the similarities stop with their appearance. In actuality, the book on the end of a librum is actually a collection of scrolls (up to 20 of them, in fact), bound together, shod, and then chained.

A librum does not maximize damage on a critical hit; instead, it attempts to activate one of the scrolls within it (selected randomly by rolling 1d20). This attempt acts as a caster level check, using the caster level of the item. A non-magical librum has an effective caster level of 0 but may still attempt to activate the scroll--it just does so with no bonus. A librum treats no spells as being on a class spell list even if the wielder has that spell on its spell list. Despite this, a librum does not need to make Use Magic Device checks to activate a scroll.

A scroll activated by the librum inflicts that scroll's spell upon the creature struck. If the spell has an area effect, the effect is centered on the creature struck and has its usual results in its area. If the spell affects multiple targets, it affects the creature struck and the closest creatures to it, which may include the wielder of the librum and any allies thereof. If the spell affects its caster even when the caster is not the target of the spell, the wielder of the librum is considered the caster for the purpose of those effects. Spells that have a direction (such as a cone- or line-shaped spell) start from the creature struck and continue directly away from the wielder of the librum.

Like a regular attempt to activate a scroll, if the attempt fails, the librum suffers a mishap. Since most librums are not intelligent items, they automatically fail the DC 5 Wisdom check to avoid a mishap. Intelligent librums may attempt the Wisdom check as normal.

Scrolls activated by the librum become blank, as usual for used scrolls. If the randomly determined scroll is blank or missing, nothing happens.

Most found librums are empty, though they occasionally have scrolls from their previous wielders in them. Purchased librums are always empty.

Net: A creature struck by a net is entangled. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

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

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage and carries the heavy critical property. Its spear head is a piercing weapon that deals 1d6 points of damage and carries the bracing property. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Weapon Group Proficiencies

Characters obtain weapon group proficiency feats from their classes or from their regular feat selection. Each feat allows a character to use a small number of similar weapons without penalty and also provides a benefit dependent upon prowess investiture.

For ease of use, classes that have already been created are listed here.

Class Proficiencies
d20r:Bard Simple weapons, plus any other two
d20r:Cleric Simple weapons, plus any other one
d20r:Dreadnaught Simple weapons, plus any other four
d20r:Druid Simple weapons, plus any other two
d20r:Fencer Simple weapons, plus any other three
d20r:Hunter Simple weapons and bows, plus any other one
d20r:Luckthief Simple weapons, plus any other two
d20r:Medium Simple weapons, plus any other one
d20r:Monk Simple weapons, plus any other one
d20r:Paladin Simple weapons, plus any other three
d20r:Ranger Simple weapons, plus any other three
d20r:Rogue Simple weapons, plus any other two
d20r:Warlord Simple weapons, plus any other three

Weapon Group (Axes) [Investing]

Benefit: You make attack rolls with the following weapons normally: battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh.

Investing: When wielding an axe (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, axes you wield also have the Bleeding property.

If you have at least thirteen points of prowess invested in this feat, axes you wield also have the High Critical property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Bows) [Investing]

Benefit: You make attack rolls with the following weapons normally: composite longbow, composite shortbow, longbow, and shortbow.

Investing: When wielding a bow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to half the prowess you have invested in this feat.

If you have at least ten points of prowess invested in this feat, bows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Claws) [Investing]

Benefit: You make attack rolls with the following weapons normally: blade talons, bladed cestus, greater talons, punching dagger, and trench knife.

Investing: When wielding a claw (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, claws you wield also have the Finesse property.

If you have at least eight points of prowess invested in this feat, claws you wield also have the Defending property.

If you have at least ten points of prowess invested in this feat, claws you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, claws you wield also have the Disarming property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Crossbows) [Investing]

Benefit: You make attack rolls with the following weapons normally: hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow.

Investing: When wielding a crossbow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat and a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Flails) [Investing]

Benefit: You make attack rolls with the following weapons normally: flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip.

Investing: When wielding a flail (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, knives you wield also have the Disarming property.

If you have at least ten points of prowess invested in this feat, knives you wield also have the Mounted property.

If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Tripping property.

If you have at least eighteen points of prowess invested in this feat, knives you wield also have the Charging property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Hammers) [Investing]

Benefit: You make attack rolls with the following weapons normally: gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick.

Investing: When wielding a hammer (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, hammers you wield also have the Impacting property.

If you have at least eight points of prowess invested in this feat, hammers you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, hammers you wield also have the Vicious 2 property.

If you have at least eighteen points of prowess invested in this feat, hammers you wield also have the Vicious 3 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Knives) [Investing]

Benefit: You make attack rolls with the following weapons normally: dagger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi.

Investing: When wielding a knife (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, knives you wield also have the Finesse property.

If you have at least eight points of prowess invested in this feat, knives you wield also have the Throwing property.

If you have at least ten points of prowess invested in this feat, knives you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Bleeding property.

If you have at least fifteen points of prowess invested in this feat, knives you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Polearms) [Investing]

Benefit: You make attack rolls with the following weapons normally: glaive, godendag, guisarme, halberd, lance, ranseur, and scythe.

Investing: When wielding a polearm (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, polearms you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, polearms you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, polearms you wield also have the Tripping property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Simple) [Investing]

Benefit: You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet.

Investing: When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least thirteen points of prowess invested in this feat, simple weapons you wield also have the Defending property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Spears) [Investing]

Benefit: You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, shortspear, spear, and trident.

Investing: When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, spears you wield also have the Bracing property.

If you have at least ten points of prowess invested in this feat, spears you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, spears you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Swords) [Investing]

Benefit: You make attack rolls with the following weapons normally: bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword.

Investing: If you have at least five points of prowess invested in this feat, swords (specifically, a weapon that this feat grants proficiency in) you wield also have the Mounted property.

If you have at least eight points of prowess invested in this feat, swords you wield also have the Vicious 1 property.

If you have at least ten points of prowess invested in this feat, swords you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, swords you wield also have the Heavy Critical property.

If you have at least fifteen points of prowess invested in this feat, swords you wield also have the Charging property.

If you have at least eighteen points of prowess invested in this feat, swords you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Throwing) [Investing]

Benefit: You make attack rolls with the following weapons normally: bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan.

Investing: When wielding a throwing weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, throwing weapons you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 1 property.

If you have at least eighteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

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