Weapons are grouped into several interlocking sets of categories.
These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed or two-handed), and its size (Small, Medium or Large).
Simple, Martial and Exotic Weapons: Anybody but a Druid, Monk or Wizard is proficient with all simple weapons. Barbarians, Fighters, Paladins and Rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, spiked chains and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)
Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs and two-bladed swords are double weapons. 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.
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows) or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
Light, One-Handed and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is easier to use in one’s off-hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off-hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off-hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off-hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
| Example Weapon | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
|---|---|---|---|---|---|---|---|---|---|
| Shuriken | — | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
| Gauntlet | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
| Dagger | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
| Shortspear | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
| Falchion | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
| Longsword | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
| Bastard Sword | 1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
| Greataxe | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
| Greatsword | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 non-proficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed or two-handed by this alteration, the creature can’t wield the weapon at all.
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be non-proficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Most improvised weapons deal between 1d3 and 1d6 points of damage (usually bludgeoning, but possibly piercing or slashing). For more guidance on how much damage an improvised weapon deals, see Table: Improvised Weapon Damage. For every additional 200 pounds of an object’s weight beyond 400 pounds, it deals an additional 1d6 points of damage if used as an improvised weapon.
If an object weighs up to 2 pounds, a Medium character can treat it as a light weapon. Objects weighing between 2 and 10 pounds are one-handed weapons for Medium characters, and objects weighing 11 to 50 pounds are two-handed weapons. Halve these numbers for every size category below Medium, and double them for every size category above Medium.
| Object Weight | Damage1 | Examples |
|---|---|---|
| Less than 2 lb.2 | 1d3 | Mug, Torch |
| 2 lb.—5 lb. | 1d4 | Lantern, Manacles |
| 6 lb.—10 lb. | 1d6 | Chair, Shovel |
| 11 lb.—25 lb. | 1d8 | Ladder, Small Table |
| 26 lb.—50 lb. | 2d6 | Barrel (Empty) |
| 51 lb.—100 lb. | 3d6 | Chest (Full), Big Table |
| 101 lb.—200 lb. | 4d6 | Cart |
| 201 lb.—400 lb. | 5d6 | Wagon |
1 A sharp object deals damage as an object of twice its weight. For instance, a broken bottle (1 lb.) deals 1d4 points of damage, not 1d3. Conversely, a soft or malleable object, such as a gourd, deals damage as an object of half its weight, and the damage is non-lethal.
2 If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon.
Source: Complete Warrior (Page 159)
Here is the format for weapon entries (given as column headings on Table: Weapons).
Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon. The second cost listed is the cost for the Masterwork version of that item.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed base price. For a Large Masterwork version, the standard Masterwork costs are added to the increased base price, and the Masterwork costs are not, themselves, doubled.
Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.
Table: Tiny and Large Weapon Damage gives weapon damage values for weapons of various sizes.
| Medium Weapon Damage |
Tiny Weapon Damage |
Large Weapon Damage |
|---|---|---|
| 1d2 | — | 1d3 |
| 1d3 | 1 | 1d4 |
| 1d4 | 1d2 | 1d6 |
| 1d6 | 1d3 | 1d8 |
| 1d8 | 1d4 | 2d6 |
| 1d10 | 1d6 | 2d8 |
| 1d12 | 1d8 | 3d6 |
| 2d4 | 1d4 | 2d6 |
| 2d6 | 1d8 | 3d6 |
| 2d8 | 1d10 | 3d8 |
| 2d10 | 2d6 | 4d8 |
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
Range Increment: 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.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features. See the weapon descriptions for details.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
Disarm: When you use the weapon, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Non-Lethal: These weapons deal non-lethal damage.
Reach: You can use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.
Trip: When you use a trip weapon to make a trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
When weapons change size, many other factors change at the same time. The above section discusses the effect of size on weight and cost, where costs given are for Small and Medium versions of the weapons. Large versions cost twice as much. The weight is halved for Small versions, and doubled for Large versions.
To calculate the damage a larger- or smaller-than-normal weapon deals, first determine how many size categories it changes from Medium. A longsword (normally Medium, commonly used by Medium beings) in the hand of a Huge cloud giant increases two size categories. For each category change, consult the accompanying tables, finding the weapon’s original damage in the left column and reading across to the right to find its new damage.
| Medium Damage |
Number of Size Categories Increased | |||
|---|---|---|---|---|
| One | Two | Three | Four | |
| 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
| 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
| 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
| 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
| 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
| 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
| 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
| 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
| 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
| 2d8 | 3d8 | 4d8 | 6d8 | 8d8 |
| 2d10 | 4d8 | 6d8 | 8d8 | 12d8 |
| Medium Damage |
Number of Size Categories Decreased | |||
|---|---|---|---|---|
| One | Two | Three | Four | |
| 1d2 | 1 | — | — | — |
| 1d3 | 1d2 | 1 | — | — |
| 1d4 | 1d3 | 1d2 | 1 | — |
| 1d6 | 1d4 | 1d3 | 1d2 | 1 |
| 1d8 | 1d6 | 1d4 | 1d3 | 1d2 |
| 1d10 | 1d8 | 1d6 | 1d4 | 1d3 |
| 1d12 | 1d10 | 1d8 | 1d6 | 1d4 |
| 2d4 | 1d6 | 1d4 | 1d3 | 1d2 |
| 2d6 | 1d10 | 1d8 | 1d6 | 1d4 |
| 2d8 | 2d6 | 1d10 | 1d8 | 1d6 |
| 2d10 | 2d8 | 2d6 | 1d10 | 1d8 |
A weapon can only decrease in size so far. Weapons that deal less than 1 point of damage have no effect. Once a weapon only deals 1 point of damage, it’s not a weapon if it shrinks further.
Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.
| Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
|---|---|---|---|---|---|---|---|
| Unarmed Attacks | |||||||
| Gauntlet | 2 gp/302 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | Bludgeoning |
| Unarmed Strike | — | 1d23 | 1d33 | ×2 | — | — | Bludgeoning |
| Light Melee Weapons | |||||||
| Dagger | 2 gp/302 gp | 1d3 | 1d4 | 19—20/×2 | 10 ft. | 1 lb. | Piercing or slashing |
| Dagger, Disguised | +50 gp | as base | as base | as base | as base | as base | as base |
| Dagger, Punching | 2 gp/302 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | Piercing |
| Gauntlet, Spiked | 5 gp/305 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | Piercing |
| Hook | 8 gp/308 gp | 1d3 | 1d4 | ×4 | — | 1 lb. | Piercing |
| Mace, Light | 5 gp/305 gp | 1d4 | 1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Sickle | 6 gp/306 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
| One-Handed Melee Weapons | |||||||
| Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
| Mace, Heavy | 12 gp/312 gp | 1d6 | 1d8 | ×2 | — | 8 lb. | Bludgeoning |
| Morningstar | 8 gp/308 gp | 1d6 | 1d8 | ×2 | — | 6 lb. | Bludgeoning and piercing |
| Shortspear | 1 gp/301 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lb. | Piercing |
| Two-Handed Melee Weapons | |||||||
| Longspear4 | 5 gp/305 gp | 1d6 | 1d8 | ×3 | — | 9 lb. | Piercing |
| Quarterstaff5 | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Spear | 2 gp/302 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
| Ranged Weapons | |||||||
| Crossbow, Heavy | 50 gp/350 gp | 1d8 | 1d10 | 19—20/×2 | 120 ft. | 8 lb. | Piercing |
| Bolts, Crossbow (10) | 1 gp/7 gp | — | — | — | — | 1 lb. | — |
| Crossbow, Light | 35 gp/335 gp | 1d6 | 1d8 | 19—20/×2 | 80 ft. | 4 lb. | Piercing |
| Bolts, Crossbow (10) | 1 gp/7 gp | — | — | — | — | 1 lb. | — |
| Dart | 5 sp/3005 sp | 1d3 | 1d4 | ×2 | 20 ft. | ½ lb. | Piercing |
| Javelin | 1 gp/301 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
| Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
| Bullets, Sling (10) | 1 sp/61 sp | — | — | — | — | 5 lb. | — |
| Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
|---|---|---|---|---|---|---|---|
| Light Melee Weapons | |||||||
| Axe, Throwing | 8 gp/308 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lb. | Slashing |
| Hammer, Light | 1 gp/301 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lb. | Bludgeoning |
| Handaxe | 6 gp/306 gp | 1d4 | 1d6 | ×3 | — | 3 lb. | Slashing |
| Kukri | 8 gp/308 gp | 1d3 | 1d4 | 18—20/×2 | — | 2 lb. | Slashing |
| Pick, Light | 4 gp/304 gp | 1d3 | 1d4 | ×4 | — | 3 lb. | Piercing |
| Sap | 1 gp/301 gp | 1d43 | 1d63 | ×2 | — | 2 lb. | Bludgeoning |
| Shield, Light | special | 1d2 | 1d3 | ×2 | — | special | Bludgeoning |
| Spiked Armour | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
| Spiked Shield, Light | special | 1d3 | 1d4 | ×2 | — | special | Piercing |
| Sword, Short | 10 gp/310 gp | 1d4 | 1d6 | 19—20/×2 | — | 2 lb. | Piercing |
| One-Handed Melee Weapons | |||||||
| Battleaxe | 10 gp/310 gp | 1d6 | 1d8 | ×3 | — | 6 lb. | Slashing |
| Flail | 8 gp/308 gp | 1d6 | 1d8 | ×2 | — | 5 lb. | Bludgeoning |
| Longsword | 15 gp/315 gp | 1d6 | 1d8 | 19—20/×2 | — | 4 lb. | Slashing |
| Pick, Heavy | 8 gp/308 gp | 1d4 | 1d6 | ×4 | — | 6 lb. | Piercing |
| Rapier | 20 gp/320 gp | 1d4 | 1d6 | 18—20/×2 | — | 2 lb. | Piercing |
| Scimitar | 15 gp/315 gp | 1d4 | 1d6 | 18—20/×2 | — | 4 lb. | Slashing |
| Shield, Heavy | special | 1d3 | 1d4 | ×2 | — | special | Bludgeoning |
| Spiked Shield, Heavy | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
| Trident | 15 gp/315 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lb. | Piercing |
| Warhammer | 12 gp/312 gp | 1d6 | 1d8 | ×3 | — | 5 lb. | Bludgeoning |
| Two-Handed Melee Weapons | |||||||
| Falchion | 75 gp/375 gp | 1d6 | 2d4 | 18—20/×2 | — | 8 lb. | Slashing |
| Glaive4 | 8 gp/308 gp | 1d8 | 1d10 | ×3 | — | 10 lb. | Slashing |
| Greataxe | 20 gp/320 gp | 1d10 | 1d12 | ×3 | — | 12 lb. | Slashing |
| Greatclub | 5 gp/305 gp | 1d8 | 1d10 | ×2 | — | 8 lb. | Bludgeoning |
| Flail, Heavy | 15 gp/315 gp | 1d8 | 1d10 | 19—20/×2 | — | 10 lb. | Bludgeoning |
| Greatsword | 50 gp/350 gp | 1d10 | 2d6 | 19—20/×2 | — | 8 lb. | Slashing |
| Guisarme4 | 9 gp/309 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Slashing |
| Halberd | 10 gp/310 gp | 1d8 | 1d10 | ×3 | — | 12 lb. | Piercing or slashing |
| Lance4 | 10 gp/310 gp | 1d6 | 1d8 | ×3 | — | 10 lb. | Piercing |
| Ranseur4 | 10 gp/310 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Piercing |
| Scythe | 18 gp/318 gp | 1d6 | 2d4 | ×4 | — | 10 lb. | Piercing or slashing |
| Ranged Weapons | |||||||
| Longbow | 75 gp/375 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp/7 gp | — | — | — | — | 3 lb. | — |
| Longbow, Composite | 100 gp/400 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp/7 gp | — | — | — | — | 3 lb. | — |
| Shortbow | 30 gp/330 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp/7 gp | — | — | — | — | 3 lb. | — |
| Shortbow, Composite | 75 gp/375 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp/7 gp | — | — | — | — | 3 lb. | — |
| Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
|---|---|---|---|---|---|---|---|
| Light Melee Weapons | |||||||
| Kama | 2 gp/302 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
| Nunchaku | 2 gp/302 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Bludgeoning |
| Sai | 1 gp/301 gp | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | Bludgeoning |
| Siangham | 3 gp/303 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | Piercing |
| One-Handed Melee Weapons | |||||||
| Sword, Bastard | 35 gp/335 gp | 1d8 | 1d10 | 19—20/×2 | — | 6 lb. | Slashing |
| Waraxe, Dwarven | 30 gp/330 gp | 1d8 | 1d10 | ×3 | — | 8 lb. | Slashing |
| Whip4 | 1 gp/301 gp | 1d23 | 1d33 | ×2 | — | 2 lb. | Slashing |
| Two-Handed Melee Weapons | |||||||
| Axe, Orc Double5 | 60 gp/660 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 15 lb. | Slashing |
| Chain, Spiked4 | 25 gp/325 gp | 1d6 | 2d4 | ×2 | — | 10 lb. | Piercing |
| Flail, Dire5 | 90 gp/690 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lb. | Bludgeoning |
| Hammer, Gnome Hooked5 | 20 gp/620 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lb. | Bludgeoning/Piercing |
| Sword, Two-Bladed5 | 100 gp/700 gp | 1d6/1d6 | 1d8/1d8 | 19—20/×2 | — | 10 lb. | Slashing |
| Urgrosh, Dwarven5 | 50 gp/650 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lb. | Slashing/Piercing |
| Ranged Weapons | |||||||
| Bolas | 5 gp/305 gp | 1d33 | 1d43 | ×2 | 10 ft. | 2 lb. | Bludgeoning |
| Crossbow, Hand | 100 gp/400 gp | 1d3 | 1d4 | 19—20/×2 | 30 ft. | 2 lb. | Piercing |
| Bolts (10) | 1 gp/7 gp | — | — | — | — | 1 lb. | — |
| Crossbow, Repeating Heavy | 400 gp/700 gp | 1d8 | 1d10 | 19—20/×2 | 120 ft. | 12 lb. | Piercing |
| Bolts (5) | 1 gp/7 gp | — | — | — | — | 1 lb. | — |
| Crossbow, Repeating Light | 250 gp/550 gp | 1d6 | 1d8 | 19—20/×2 | 80 ft. | 6 lb. | Piercing |
| Bolts (5) | 1 gp/7 gp | — | — | — | — | 1 lb. | — |
| Net | 20 gp/320 gp | — | — | — | 10 ft. | 6 lb. | — |
| Shuriken (5) | 1 gp/7 gp | 1 | 1d2 | ×2 | 10 ft. | ½ lb. | Piercing |
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and”, or either type (player’s choice at time of attack) if the entry specifies “or”.
3 The weapon deals non-lethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
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 (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Gnome fighters often use throwing axes for both melee and ranged attacks.
Axe, Orc Double: An orc double axe 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, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round.
Battleaxe: The battleaxe is the most common melee weapon among dwarves.
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
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 (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, 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).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Club: A wooden club is so easy to find and fashion that it has no cost.
Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating: The 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 is a full-round action that provokes attacks of opportunity.
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.
Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Dagger, Disguised: This weapon is a dagger with a stiletto-like blade disguised to look like an ordinary object, such as a ladies hair comb or an ink pen. In addition to being easy to smuggle into well-guarded areas, a character receives a +5 bonus on Sleight of Hand checks to conceal the weapon, in addition to the dagger’s usual +2 bonus. Dedicated spies even have masterwork or magical disguised daggers made for them.
Source: Dragon Magazine #316
Dagger, Punching: This dagger puts more force from you punch behind it, making it capable of deadly strikes.
Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.
Flail, Dire: A dire flail 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, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet: This metal glove protects your hands and lets you deal lethal damage rather than non-lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armours (except breastplate) 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.
Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Greataxe: This big, heavy axe is a favourite of barbarians and anybody else who wants the capability to deal out incredible damage.
Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.
Greatsword: Adventurers recognize the greatsword as one of the best melee weapons available. It’s reliable and powerful.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked: A gnome hooked hammer 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, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. 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.
You can use the hook on a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Hammer, Light: This is a small sledge light enough to throw. It is favoured by dwarves.
Handaxe: Dwarves favour these axes as off-hand weapons
Hook: A hook is a prosthetic appendage securely attached in place of a missing hand. A character using a hook cannot be disarmed. To attach a hook, a character must first be missing a hand (either right or left). Note that anyone with a hook suffers a -2 penalty on all skill checks requiring the use of hands. Note that attacks made with hook grafts count as natural attacks.
Source: Dragon Magazine #318
Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, you are treated as non-proficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama: The kama is a special Monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Kukri: This heavy, curved knife has its sharp edge on the inside of the curve.
Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Composite bows are made from laminated horn, wood or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Longsword: This classic, straight blade is the weapon of knighthood and valour. It is a favourite weapon of many paladins.
Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.
Morningstar: This simple weapon combines the impact of a club with the piercing force of spikes.
Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
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 non-proficient one to do so.
Nunchaku: The nunchaku is a special Monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Pick, Heavy or Light: A pick is designed to concentrate the force of its blow on a small area. A light or heavy pick resembles a miner’s pick but is specifically designed for war.
Quarterstaff: 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, just as if you were using a one-handed weapon and a light weapon. You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defences. A creature wielding a quarterstaff in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round.
The quarterstaff is a special Monk weapon. This designation gives a monk wielding a quarterstaff special options.
Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, 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).
Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Sai: A sai’s prong-like extrusions are designed to help catch and disarm opponents’ weapons. With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special Monk weapon. This designation gives a monk wielding a sai special options.
Sap: A sap comes in handy when you want to knock an opponent out instead of killing it.
Scimitar: The curve on this blade gives it the effect of a keener edge.
Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing devastating slashes with the blade edge. Because of a scythe’s shape, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light: You can bash with a shield instead of using it for defence. See Armour for details.
Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. Composite bows are made from laminated horn, wood or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken: A shuriken is a special Monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken 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.
Siangham: The siangham is a special Monk weapon. This designation gives a monk wielding a siangham special options.
Sickle: This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favoured by druids and by anyone who wants a weapon that might be overlooked by guards.
Because of a sickle’s shape, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Sling: A sling hurls lead bullets. It doesn’t shoot as far as a crossbow, nor is it as powerful as a bow, but it’s cheap and easy to improvise from common materials. Druids and halflings favour slings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
Spear: One of the simplest weapons in existence, the spear is favoured by druids and sorcerers. It can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Spiked Armour: You can outfit your armour with spikes, which can deal damage in a grapple or as a separate attack. See Armour for details.
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defence. See Armour for details.
Strike, Unarmed: A Medium character deals 1d3 points of non-lethal damage with an unarmed strike. A Small character deals 1d2 points of non-lethal damage. A Monk or any character with the Improved Unarmed Strike feat can deal lethal or non-lethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Short: This sword is popular as an off-hand weapon.
Sword, Two-Bladed: A two-bladed sword 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, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon — only one end of the weapon can be used in any given round.
Trident: This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it’s not as aerodynamic as those other weapons. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Urgrosh, Dwarven: A dwarven urgrosh 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, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. 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.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
An urgrosh is also called a spear-axe. Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Warhammer: This weapon, favoured by dwarves, is a one-handed sledge or maul with a large, heavy head.
Whip: A whip deals non-lethal damage. It deals no damage to any creature with an armour bonus of +1 or higher or a natural armour bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. 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 opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Note: The cost of the Masterwork component is calculated separately from the base item, which means that if the base cost changes because of the size of the item, the Masterwork component remains the same.
Note: The costing of Masterwork Ammunition has undergone a series of conflicting and ambiguous updates from 3.0 to the last editions of the 3.5 books, although the SRD was not updated correspondingly. The main point of confusion surrounds the term “single unit of ammunition”. The examples in the 3.5 books are contradictory, claiming that a set of 10 Masterwork Arrows costs 70 gp. Firstly, a set of 10 Arrows is not a listed item. Arrows are sold as a set of 20 in a leather quiver costing 1 gp. Secondly, the example claims a Masterwork arrow costs 7 gp. This contradicts the Craft skill description for creating Masterwork items which states that the Masterwork component is to be treated “as if it were a separate item in addition to the standard item”. This means that the example is wrong, and that if the cost of an individual arrow were an additional 6 gp, then the cost of a quiver of 20 arrows would be 121 gp.
The confusion can be removed by treating a “single unit of ammunition” as the unit of sale. If the item is listed as “Arrows (20)” then that is the single unit. Its base price is 1 gp, and the “Masterwork Arrows (20)” version costs 7 gp.
This rule can be applied to all ammunition items. Where ammunition is listed with a cost for a single arrow, bolt or bullet, then the Masterwork cost of 6 gp is applied to that cost. If the ammunition is listed with the cost for multiple items as a bundle, then the Masterwork cost of 6 gp is added to the listed price for the bundle, and does not apply to each of the items in the bundle separately.
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armour and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armour and shields have lessened armour check penalties.