Switchblade Poor 1d3
19-20/x2 -- ½ P T --
* See the description of this weapon below for special rules.
ª If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against the charging character.
Baseball Bat/Cricket Bat: Sports equipment that can easily be used as effective clubs.
Bayonet: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two
weapons, as if using a one-handed weapon and a light weapon. If the bayonet is not fixed, treat as a Combat Knife.
Brass Knuckles: These pieces of molded metal fit over the outside of a
character's fingers and allow him or her to deal wound damage on a successful Critical, instead of just vitality damage. A strike with brass knuckles is otherwise considered an unarmed attack.
Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).
Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.
A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with
each hand as noted for heavy crossbows, above.
Crowbar/Tire Iron: Everyday tools that can be used as useful metal clubs.
Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius (listed in parentheses under Range) of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).
It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character's choice). To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse-a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
Knife, Butcher: Extremely sharp kitchen knives can be snatched up for use as weapons in homes and restaurants. 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.
Knife, Combat: This category of weapon includes military 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.
Knife, Hunting: 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.
Knife, Steak: This knife is small and has a serrated edge for cutting. 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.
Mace: A heavy metal club.
Machete: This long-bladed tool looks much like a short, lightweight sword.
Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft
[explosives] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire
damage in the following round and risks catching on fire. All targets within 5 feet of the impact take 1d3 splash damage.
Nightstick/Billy Club: Wooden nightsticks sometimes carried by police forces.
Pistol Butt: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No cost or weight is given for this weapon, since both vary depending on the pistol used.
Rifle Butt: The butt of a rifle can be used as an impromptu club. No cost or weight is given for this weapon, since both vary depending on the rifle used.
Sap: This weapon, essentially a smaller version of a club, deals nonlethal
(vitality) damage instead of lethal (wounds) damage. On a successful critical hit, the sap deals double vitality damage.