CATEGORIES
OF MELEE WEAPONS
Melee
weapons come in two categories. Simple Weapons and Advanced Weapons. Advanced
Melee Weapons generally incorporate some complex technological function and
requires a special feat. Simple Weapons do not technically require a feat; all
the basic classes allow simple weapons proficiency. A character attempting to
use an Advanced Melee Weapon without the Advanced Melee Weapons proficiency
feat takes a –4 penalty on attack rolls. In addition to the two main categories
of melee weapons there are various other ways of categorizing melee weapons.
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 1/2 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 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands
are required to use a two-handed melee weapon effectively. Apply 1-1/2 times
the character’s Strength bonus to damage rolls for melee attacks with such a
weapon.
Weapon Size
These
rules apply for ranged weapons as well as melee weapons. Every weapon has a
size category. This designation indicates the size of the creature for which
the weapon was designed. All the weapons on the table below are considered
medium; as in they are designed for medium-sized wielders.
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 nonproficiency 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
These
rules apply for ranged weapons as well as melee 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 nonproficient 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.