MSRD:Simple Melee Weapons
This material is published under the OGL 1.0a. |
Simple Melee Weapons
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.
Weapon | Damage | Critical | Damage Type | Range Increment | Size | Weight | Purchase DC | Restriction |
---|---|---|---|---|---|---|---|---|
Brass knuckles | 1 | 20 | Bludgeoning | — | Tiny | 1 lb. | 5 | — |
Cleaver | 1d6 | 19–20 | Slashing | — | Small | 2 lb. | 5 | — |
Club | 1d6 | 20 | Bludgeoning | 10 ft. | Med | 3 lb. | 4 | — |
Club, spiked | 1d8 | 20 | Bludgeoning, Piercing | — | Med. | 8 lb. | 5 | — |
Dagger, punching | 1d4 | 20/x3 | Piercing | — | Tiny | 2 lb. | 5 | — |
Gauntlet | * | * | Bludgeoning | — | * | 2 lb. | 5 | — |
Gauntlet, spiked | 1d4 | 20 | Piercing | — | Tiny | 2 lb. | 6 | — |
Ketch-all pole* | 1d4* | 20 | Bludgeoning | — | Large | 8 lb. | 11 | — |
Knife | 1d4 | 19–20 | Piercing | 10 ft. | Tiny | 1 lb. | 7 | — |
Mace, heavy | 1d8 | 20 | Bludgeoning | — | Med. | 8 lb. | 5 | — |
Mace, light | 1d6 | 20 | Bludgeoning | — | Small | 6 lb. | 4 | — |
Metal baton | 1d6 | 19–20 | Bludgeoning | — | Med | 2 lb. | 8 | — |
Pistol whip | 1d4 | 20 | Bludgeoning | — | Small | — | — | — |
Quarterstaff*‡ | 1d6/1d6 | 20 | Bludgeoning | — | Large | 4 lb. | 3 | — |
Rifle butt | 1d6 | 20 | Bludgeoning | — | Large | — | — | — |
Sap | 1d61 | 20 | Bludgeoning | — | Small | 3 lb. | 2 | — |
Shortspear | 1d8 | 20/x3 | Piercing | 20 ft. | Large | 5 lb. | 5 | — |
Sickle | 1d6 | 20 | Slashing | — | Small | 3 lb. | 3 | — |
Stun gun1 | 1d3 | 20 | Electricity | — | Tiny | 1 lb. | 5 | — |
Tonfa1 | 1d4 | 20 | Bludgeoning | — | Med | 2 lb. | 6 | — |
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Weapon Descriptions
Brass Knuckles
These pieces of molded metal fit over the outside of a character’s fingers and allow him or her 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.
Club, Spiked
Also called a morningstar, this simple weapon combines the impact of a club with the piercing force of spikes.
Dagger, Punching
Also called a katar, the punching dagger puts the full force of the wielder’s punch behind it, making it capable of deadly strikes.
Gauntlet
These metal gloves protect your hands and let you deal lethal damage with unarmed strikes rather than nonlethal damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy archaic armors (except breastplates) come with gauntlets.
Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack that deals lethal damage.
Ketch-All Pole
A ketch-all pole is designed to capture opponents with a minimum of harm. A wielder who hits an opponent with a ketchall pole can immediately initiate a grapple (as a free action) without provoking an attack of opportunity. In addition to the normal options available to a grappler, the wielder of a ketchall pole can attempt to pull his target to the ground (the equivalent of a trip attack, though no attack roll is necessary).
The ketch-all pole has reach and cannot be used against adjacent opponents. A ketch-all pole can only be used against opponents within one size category of the wielder.
Knife
This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of 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.
Quarterstaff
You can strike with either end of a quarterstaff, allowing you to take full advantage of openings in your opponent’s defenses. A quarterstaff 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 you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can’t use it as a double weapon.
Rifle Butt
The butt of a rifle can be used as an impromptu club.
Sap
This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.
Shortspear
A smaller spear that can be thrown.
Sickle
This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon.
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,(do not add the character’s Str bonus) 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. A character can deal nonlethal damage with a tonfa without taking the usual –4 penalty.
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