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Tourist

Well, that's good to know.

Kobold

Hooray for clarity! This is the happiest I've felt toward Paizo in a while.

Bravo, SKR and whoever else!

Thanks for the clarification. I have a half-orc ranger that likes to use Dirty Trick in combat and I usually describe him as using his trident in some capacity (swings it flat like a baseball bat to knock a helmet sideways for blindness, groin shot with the butt end for sickened, etc.) I hadn't added in it's bonus, but good to know I was correct.

The Jester

And now for the extra credit question: What kinds of bonuses will apply to the Combat Manoeuvre Defence?

Stuff like weapon bonus against disarm sounds logical, but what about the (approx.) one killion other combinations of manoeuvres and bonuses?

Or is that for next Tuesday?

Ardeth

Great! To clarify, when using normal weapons with abilities like Knockback(Bullrush), you can´t use the weapon specific attack bonuses? (would you still apply Enhancement DAMAGE bonus, Weapon Spec, Flaming, etc, in that case?)

And (Maneuver) Strike Feats also don´t use the weapon-specific attack bonuses for the CMB? That is wierd because the Confirm roll for the normal attack, where the attack bonus DOES apply, is used for the CMB result - though I suppose you can subtract out the non-applicable bonuses and see if that still beats CMD. Complicated enough that it seems worthy of a mention somewhere.

And creatures with Grab special ability, or an ability effecting a Bullrush (or other non-Trip/Disarm/Sunder CMB) don´t get to use any attack bonuses applicable to Bite on the CMB check?

Relatedly, Wolves don´t use Bite-specific bonuses on Trips OR Drag/Reposition because Bite isn´t technically a Trip Weapon even though they have the Trip special ability?

The above questions can mostly be summarized as: Does having the abilty to initiate a maneuver with a weapon attack, or as result of a weapon attack (Knockback, Bullrush Strike, Grab) mean that the maneuver automatically can apply weapon-specific bonuses because IN THAT CASE the maneuver WAS delivered by a weapon attack?

And now for the extra credit question: What kinds of bonuses will apply to the Combat Manoeuvre Defence? Stuff like weapon bonus against disarm sounds logical, but what about the (approx.) one killion other combinations of manoeuvres and bonuses?
Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

If not, It´s not exactly clear from this post how this new Blog post interacts with the Trip-specific rules re: weapon-specific bonuses - the part I quoted would make it seem that they apply to ALL Trips.

I take it that either way, the difference between using a Disarm weapon and a non-Disarm weapon to Disarm is only the +2 bonus for the Disarm Weapon Quality, all other weapon-specific bonuses apply...???

EDIT: I think actually mentioning using the weapon´s reach and critical threat range would be useful. For maneuvers ´where using the weapon is incidental´, it´s not clear if those are allowable... I guess that category is totally up to GM fiat, and only Sunder/Disarm/Trip can officially use weapons and their reach/crit range (+Drag/Reposition if a Trip Weapon), but if the aim is to clear things up, it could be a bit clearer :-)

Hooded Man

Another minor clarification: You mention trip being used with weapons. Is that "weapons in general" or "trip weapons only?" I assume the latter, but I've heard arguments for the former from some people, who state that the trip weapon bonus is only that you can drop the weapon if you fail the check.

Achaekek, The Mantis God

I would assume if they meant trip weapons only they would have stated such, but anything is possible I suppose.

Sleepless Detective

You still can't trip with a great sword though.
BLog wrote: Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.
EDIT: I think actually mentioning using the weapon´s reach and critical threat range would be useful. For maneuvers ´where using the weapon is incidental´, it´s not clear if those are allowable... I guess that category is totally up to GM fiat, and only Sunder/Disarm/Trip can officially use weapons (and their reach/crit range), but if the aim is to clear things up, it could be a bit clearer :-)
How does a weapon's threat range influence combat maneuvers at all?
But Longswords are OK, Abe?

It's not giving any weapon anything more than it already has (well except trip weapons which are now also dragging and repositioning weapons too) -- it's just saying that those specific weapons (including unarmed strikes and natural weapons) can use whatever bonuses they have when performing those maneuvers, and the GM has the right to allow bonuses in specific situations where the weapon makes sense for the maneuver.

Quandary wrote: But Longswords are OK, Abe?
The point is, nowhere are non-Trip weapons barred from making Trip attempts.

SKR uses a non-Trip weapon (Longsword) as an example of using a weapon to deliver a Trip attack in the FAQ, nowhere mentioning that this Longsword for some special reason has the Trip quality. Here he explains himself further on that issue.

The only thing that has changed: re Trip since that FAQ is that this Blog post arguably now applies weapon-specific bonuses to ALL weapon-delivered Trips (regardless if a Trip Weapon), in conflict with that FAQ. (a conflict I´m hoping is cleared up one way or the other)

Intellect Devourer

wow, that's pretty neat, the Polearm Master gets the ability at 13th level to become useless at Bull Rushing while using a spear! ... ... wait, no, that doesn't seem right.

King Ezelgar

Also, I find it interesting that two of these are maneuvers which can be substituted for a regular weapon attack, and the third is under debate about that. Evidence that sunder is intended to be instead of an attack, rather than as a standard action?

Attack Action. Grapple uses a Standard Action but doesn´t work with Vital Strike, while Sunder which states Attack Action should definitely work with Vital Strike. I don´t see the basis for the cognitive dissonance that maneuvers which have different action requirements can nonetheless all ´use the weapon´ and qualify for weapon-specific bonuses. Of course, there is still no official FAQ on the attack action issue, although there were many Paizo board posts on the subject shortly after the 1st print run.

it matters for effects triggered by a Critical Hit, which may include an extra free maneuver (ala Tripping Strike, et al) on top of the ´basic maneuver attack´.
I can see where you would get that from the general text on combat maneuvers. However, the ___ing Strike feats all say you get to do X "in addition to the normal damage dealt by the attack". That seems to imply that you need a "real" attack to trigger the crit feats. That would also make more sense (what does it even mean to "crit" on a disarm?) and I think is the likely RAI.

As to your earlier question about possibly subtracting weapon bonuses from the confirmation roll when triggering a ____ing Strike feat, I've got your answer: if you look closely at the text of those feats, you'll see that you're technically not making a maneuver - you're simply comparing your confirmation roll to their CMD and (if high enough) producing a related effect. This would also have the side effect of ignoring maneuver-specific CMD bonuses when utilizing a ____ing Strike feat.

Jolistina Susperio

I guess you allow fighters to cast spells just like a wizard since nothing says they can't?

Harsk

This is great. It smells like your guys are going through the books and checking some items. I smell errata.

Quandary wrote: The point is, nowhere are non-Trip weapons barred from making Trip attempts.
When making a trip combat maneuver, you don't have to use a weapon with the trip special feature. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.

That FAQ is over 6 months old BTW. FYI, I definitely considered Abe´s take as a POSSIBLE reading... Up until the point a FAQ came out, using an example specifically contrary to that reading. Not to mention SKR´s specific response to the ´redundant´ text issue in the Trip Weapon Quality. (which I think is set to be Errata´d and removed, though I´m not sure on that)

KaeYoss wrote: And now for the extra credit question: What kinds of bonuses will apply to the Combat Manoeuvre Defence? Stuff like weapon bonus against disarm sounds logical, but what about the (approx.) one killion other combinations of manoeuvres and bonuses?
That FAQ is over 6 months old BTW.
if you look closely at the text of those feats, you'll see that you're technically not making a maneuver - you're simply comparing your confirmation roll to their CMD and (if high enough) producing a related effect. This would also have the side effect of ignoring maneuver-specific CMD bonuses when utilizing a ____ing Strike feat.

The abilities DO say ´you can trip your opponent´, and even says you may drop the weapon if tripped during your own trip attempt, which shows that you are making your own trip attempt, and that all normal rules apply for it (since counters to the standard AoO and possibly being tripped yourself are mentioned).

Yes, but the wording was tweaked fairly recently. Did you not hear about that? Read it closely; there are some small but clarifying wording changes compared to how it read when it first went up.

Yeah, I noticd a thread about that recently...

Note that CMD contains the BAB.
Even though it's not an attack but a defence, that can be confusing, just like there is a kinda rule of thumb that CMD = CMB + Touch AC.

I see this all the time when I'm answering Magic: the Gathering rules questions - people look at an actual rule, invent some shorthand for their own convenience, and then cause themselves extra confusion by looking at peripherally related issues in light of their "shorthand" instead of the actual rule. That sort of "rule of thumb" always seems like a good idea at the time, but...

IT'S A TRAP!
Jiggy wrote: Yes, but the wording was tweaked fairly recently. Did you not hear about that? Read it closely; there are some small but clarifying wording changes compared to how it read when it first went up.

Tordek

Is Paizo eliminating those characteristics from weapons and just making all weapons do that now?

How exactly does, say a dagger, help you trip? Does a dagger really have a chance of sundering plate armor?

What is the point of the special features if you can use the modifiers from any weapon?

Jiggy wrote: I can see where you would get that from the general text on combat maneuvers. However, the ___ing Strike feats all say you get to do X "in addition to the normal damage dealt by the attack". That seems to imply that you need a "real" attack to trigger the crit feats. That would also make more sense (what does it even mean to "crit" on a disarm?) and I think is the likely RAI.
Jiggy wrote: if you look closely at the text of those feats, you'll see that you're technically not making a maneuver - you're simply comparing your confirmation roll to their CMD and (if high enough) producing a related effect. This would also have the side effect of ignoring maneuver-specific CMD bonuses when utilizing a ____ing Strike feat.

Furthermore, other abilities that grant free combat maneuvers will say things like "you may perform an X maneuver as a free action", while these feats say "if your confirmation roll exceeds your opponent's CMD, do X". This seems to be in line with what's already clear from the "normal" line on the feat entries.

Quandary wrote: Jiggy wrote: Yes, but the wording was tweaked fairly recently. Did you not hear about that? Read it closely; there are some small but clarifying wording changes compared to how it read when it first went up.

The FAQ seemed pretty clear before, but this just changed everything!

Dr Davaulus

SKR above wrote: Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

Also, yes, you can use a dagger to sunder because the ability to sunder is part of the game. Only TWO weapons have the sunder property, and neither are from the Core book. Are you saying no one could ever Sunder before the APG was released? Or are you suggesting people sundered sans weapons, like with bullrush or overrun?

FYI, I think the rule-of-thumb of: CMD = BAB + STR + Touch AC /is/ 100% accurate IF you house-rule that Untyped AC Bonuses apply to CMD.

CMB factors in some bonuses that don´t apply to CMD (like Flanking as well as Enhancement bonuses)

A +2 bonus/the ability to not be tripped/disarmed as a response.

The disarm weapon quality does not prevent you from being disarmed if you fail by 10 or more.

Hopefully this stuff is clarified.

Honestly, I think just giving the Trip Weapon Quality a +2 bonus like Disarm and ditching the wierdo no-Enhancement bonus thing (that ONLY applies to Trip) would just be WAAAAY easier for everybody who plays the game.

FYI, I think the rule-of-thumb of: CMD = BAB + STR + Touch AC /is/ 100% accurate IF you house-rule that Untyped AC Bonuses apply to CMD. CMB factors in some bonuses that don´t apply to CMD (like Flanking as well as Enhancement bonuses)

Hey, I didn´t write the definition of CMD in the Core Rules, ´K? Some things just work better when you use common sense - ahem - houserule them! :-)

Ironic, isn't it?

Cartigan wrote: A +2 bonus/the ability to not be tripped/disarmed as a response.
Jiggy wrote: Cartigan wrote: A +2 bonus/the ability to not be tripped/disarmed as a response.

oh, btw, I screwed up too: both my formula above and abe´s forget the crucial part: touch AC´s size modifier is reversed (which equals adding 2x the negative). :-)

i feel comfortable using untyped AC bonuses for CMD because i don´t see any way to visualize otherwise, but mainly because i was involved in the original playtest, where we came up with EXACTLY the same result as CMD, just presented slightly differently, with the exception of luck and some other bonus types, and untyped. luck and some others were fixed in errata. i think untyped was just overlooked, another result of the approach of re-inventing the wheel, explicitly defining what applies, rather than saying what is DIFFERENT compared to touch ac.

Wolf

dammit, i hate it when mdt is right.

I really don't see the point of all this rigamarole. Why not just say unarmed is a trip weapon, You can't make trip attacks with non trip weapons, and let people with trip use it to threaten the area around them? Its not like you can't just get the improved unarmed strike ability for the low low cost of armored spikes or a spiked gauntlet.

Wait, you don't get your weapon enhancement rolls to sunder unless its a sunder weapon... (which i didn't know existed) .... what the...

Silver Dragon

Thank you for clarification blogs!

Yeah, I have to agree with the above posts. Either this, or the FAQ needs clarification.

The FAQ entry (also by SKR) indicates that only a weapon with the Trip ability gets to add its bonuses to CMB with Trip (thereby implying similar things with other weapons).

SKR's blog entry indicates that any weapon bonus applies to Disarm, Sunder, and Trip...but that Drag and Reposition get bonuses from weapons with the Trip quality.

One or the other needs an update.

Enga Keckvia

Quandary wrote: FYI, I think the rule-of-thumb of: CMD = BAB + STR + Touch AC /is/ 100% accurate IF you house-rule that Untyped AC Bonuses apply to CMD. CMB factors in some bonuses that don´t apply to CMD (like Flanking as well as Enhancement bonuses)

Per the PRD on CM's

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Also for CMD, you do add a bunch of stuff to your CMD base:

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Er, Happler, most of what you wrote has nothing to do with what you quoted from me. Reply to the wrong post, perhaps?

(Also, it's all been established already.)

I am currently running a Pathfinder campaign and I came across a question that me and my group was wondering about. How many times in a combat round can someone use sneak attack, can they use it equal to normal attacks per round or do they only get to use once a round?

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Without a doubt, weapons number among adventurers' most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target's AC, the hit becomes a critical hit, dealing additional damage.

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 : Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.

Melee and Ranged Weapons : Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. 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.
Double Weapons: Dire flails, gnome hooked hammers, and two-bladed swords are examples of double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but 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, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his 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 column on the following weapon tables), and 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: Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it's a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling. Ammunition: Projectile weapons use ammunition, such as arrows for bows, bolts for crossbows, darts for blowguns, or sling bullets for slings and halfling sling staves. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of 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 used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling. Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength modifier if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier 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 modifier to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or half his Strength modifier 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 modifier to damage rolls made with that weapon. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength modifier 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. A weapon's size category isn't the same as its size as an object. 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. For example, a Small creature wields a Medium one-handed weapon as a two-handed weapon (it still takes the –2 penalty for using an inappropriately sized weapon). 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—commonly bottles, chair legs, stray femurs, and that sort of thing. Because such objects are not designed for this use, any creature that uses an improvised weapon 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 critical 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.

Weapon Qualities

Price : This value is the weapon's price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Dmg : These 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 in the same column, then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table 1–8: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.

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.

Extra damage over and above a weapon's normal damage (such as sneak attack damage or bonus damage from the flaming weapon quality) is not multiplied when you score a critical hit.

×2 : The weapon deals double damage on a critical hit. Some weapons deal triple or quadruple damage. ×2/×3 : One head of this double weapon deals double damage on a critical hit. The other head deals triple damage. Some double weapons' heads deal triple and quadruple damage on a critical hit. 19–20/×2 : The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit.

Range : Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments.

Weight : This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons. Some weapons have a special weight. See the weapon's description for details.

Type : Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for 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 causes two types of damage, the type it deals is not half one type and half another; rather, all damage caused is considered to be of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, the damage caused by a dagger depends on whether the wielder is thrusting to deal piercing damage or slicing to deal slashing damage.

Special : Some weapons have special features in addition to those noted in their descriptions.

Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. 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. Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. Disarm: When you use this weapon, you get a +2 bonus on combat maneuver checks to disarm an enemy. Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon. Double: You can use a double weapon to fight 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 choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round. Fragile: Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description.

If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.

Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you're grappling is no longer within the weapon's reach, you end the grapple with that action. Monk: A monk weapon can be used by a monk to perform a flurry of blows. Nonlethal: These weapons deal nonlethal damage. Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a performance combat check, you gain a +2 bonus on that check. 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.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Without using magic, 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 transformation spell transforms a non-masterwork weapon into a masterwork weapon.

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).

Masterwork ammunition is damaged (and 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 armor 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 armor and shields have lessened armor check penalties.

Weapon Descriptions

Weapons in this section are listed alphabetically by their full names. A few weapons had their names altered to be consistent with how other weapons are named; for example: "flail" and "heavy flail," are now called "light flail" and "heavy flail."

Type exotic

The aklys is a hooked throwing club with a 20-foot-long cord, usually of woven leather; you can retrieve the aklys after throwing it as a move action. The hook allows you to make trip attacks at range. Some aklyses have holes drilled through them and whistle when flung.

Price —

Type martial

An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin's shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.

Price 1 gp (20)

Type ammunition

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.

This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.

Atlatl Dart

An atlatl dart is the equivalent of a javelin except it has fletching. If thrown without an atlatl, treat it as a javelin.

Bamboo Shaft Arrow

Price 1 gp (10)

These foot-long arrows are used as ammunition for arrow tubes. As an improvised melee weapon, they deal damage equivalent to that of a spiked gauntlet. They come in a bamboo tube that holds 10 shafts.

Price 13 gp

The crescent axe-blade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts made against a bardiche.

Bastard Sword

Price 35 gp

A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. You can use a bastard sword two-handed as a martial weapon.

Battle Aspergillum

Type simple

Named for the common aspergillum, a macelike tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug closing off the hole through which the head is filled. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes attacks of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, to prevent the holy water from leaking out as the weapon moves.

Price 10 gp

The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.

Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.

Bec de Corbin

Price 15 gp

The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is slightly blunter and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a bec de corbin.

Price 11 gp

The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride check to stay mounted.

Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poisons on page 110.

Blowgun Darts

Price 5 sp (10)

The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.

Blunt Arrows

Price 2 gp (20)

These arrows have rounded wooden tips that deal bludgeoning damage rather than piercing. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

Similar to a quarterstaff, only more slender and tapered at one end, the bo staff is both a defensive device and a weapon.

This spear has a metal crossbar to protect you against onrushing attackers. If you ready a boar spear against a charge and your attack hits, you gain a +2 shield bonus to your AC against that creature until your next turn.

A bolas is a pair of wooden, stone, or metal weights connected by a thin rope or cord. You can whirl and throw this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.

The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A hunting boomerang does not fly in a returning path.

Brass Knuckles

These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a successful concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles. Brass knuckles can't be disarmed.

butterfly sword

Price 20 GP (2)

These short matching swords come in pairs, cleverly nested together to appear as a single blade. Both weapons can be drawn at the same time, and they can be separated as a free action and wielded in both hands to make wickedly effective chops and slashes. Their thin, broad blades extend just 1 foot in length. A butterfly sword has a hardwood grip covered with braided cord, and a metal D-shaped guard to protect the wielder's hand. The listed price is for a pair of butterfly swords. Masterwork butterfly swords cost 320 gp for the pair. If you add magical enhancement bonuses or properties to a butterfly sword, treat each sword in the pair as a separate weapon (for example, adding a +1 magical enhancement bonus to a pair of masterwork butterfly swords costs 4,000 gp).

The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can't be disarmed.

Chain Spear

This vicious weapon is often used in gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop the chain spear to avoid being knocked prone.

The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must succeed at a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.

Composite Longbow

Price 100 gp

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier 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 modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.

For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Composite shortbow

Price 75 gp

You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. 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 modifier 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 modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite shortbow. A composite shortbow fires arrows.

For the purposes of Weapon Proficiency, Weapon Focus , and similar feats, a composite shortbow is treated as if it were a shortbow.

Crossbow Bolts

Price 1 GP (10)

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 (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called "quarrels."

A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a "dirk"). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

These short, blunt sticks are held in the hands to enhance unarmed martial techniques and secured by a cord looped over the thumb. They provide the wielder with the ability to lock an opponent and target pressure points, granting you a +2 bonus on combat maneuver checks to grapple.

This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.

Price 90 gp

A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. This weapon excels at short but powerful strikes, and is typically swung in a constant churning motion. The wielder of a dire flail must have great strength, both to use the weapon effectively and to keep from tiring out.

This short, curved blade was created by goblins, who often drill numerous holes into it in an attempt to reduce its weight. Most dogslicers are sized for Small creatures.

Double Chicken Saber

Price 12 gp

The tip of this 3-foot-long, straight-bladed sword is bent into two staggered, opposing sharpened spurs that can be used to pull weapons from an opponent's hands.

Double Crossbow

Price 300 gp

This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Because of its size and weight, you take a –4 penalty on your attack roll if you're proficient with it, or –8 if you're not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage apply to only the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a move action. A double crossbow fires crossbow bolts.

double walking stick katana

Price 50 gp

This single case conceals a pair of matched fighting swords perfectly balanced to be wielded as a pair. Despite their name, the blades more closely resemble the shorter wakizashi. When the blades are concealed in their case, this weapon can be used as a quarterstaff.

double-chained kama

This weapon comprises a pair of kama connected with an 8-foot length of chain. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the chain, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve it as a free action by pulling on the chain.

Dwarven Urgrosh

A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. 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 becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.

Dwarven waraxe

Price 30 gp

A dwarven waraxe has a large, ornate head mounted on a thick handle, making it 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.

Earth Breaker

Price 40 gp

The crude metal of this massive hammer's head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, an earth breaker is poorly balanced, and requires two hands to properly lift and control.

Elven Curve Blade

Price 80 gp

Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn't a light weapon.

Emei Piercer

This weapon is used to augment unarmed martial techniques. It consists of an 8- to 10-inch-long, dual-pointed steel spike set on swivels and mounted on a ring, so that it can be spun around at high speeds when slipped over the wielder's ring finger. The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks.

Price 18 gp

This heavy blade has a single sharp edge, concave at the bottom and convex at the top, with a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword, much like a larger version of a kukri. The hooked hilt is sometimes carved to resemble the head of a horse or bird of prey, and may have a thin chain stretched across its opening, acting as a partial guard for the hand and fingers.

This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.

fighting fan

Made to resemble a courtier's fan, this device consists of silk paper stretched and folded over a folding frame of hardened steel. Folding fans are typically wielded in pairs using a technique that distracts the opponent. The fans sport sharp tips, which can be poisoned. For a list of appropriate poisons, see Poisons on page 110.

flight arrows

Price 2 GP (20)

These arrows have light shafts and special fletching to give them greater range. A flight arrow's range increment is 20 feet greater with longbows and 10 feet greater with shortbows. They deal damage as if one size category smaller.

flying blade

A flying blade is a large, crescent-shaped blade anchored to a 10-foot chain. You fight with a flying blade by spinning it about your head or by snapping it toward an opponent. Because the flying blade is a clumsy weapon, you receive a –2 penalty on attack rolls with it, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.

This metal glove lets you deal lethal damage rather than nonlethal 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 armors (except breastplates) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.

The gladius is the favorite sword of gladiators, with a heavier blade than the standard shortsword. Feats and abilities that affect shortswords apply to the gladius.

A glaive is composed of a simple blade mounted on the end of a pole about 7 feet in length.

glaive-guisarme

This polearm combines the blade of a glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a –2 penalty on her Ride check to stay mounted.

Gnome Hooked Hammer

Price 20 gp

A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (critical multiplier ×3). Its hook is a piercing weapon that deals 1d4 points of damage (critical multiplier ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.

Great Terbutje

This Stone Age weapon is a 4-foot-long version of the terbutje. It is too large to use in one hand without special training; thus, it is an exotic weapon. You can use a great terbutje two-handed as a martial weapon.

This two-handed battle axe is heavy enough that you can't wield it with one hand. The head may have one blade or two, and may be "bearded" (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.

This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.

This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped.

A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.

A halberd is similar to a 5-foot-long spear, but it also has a small, axelike head mounted near the tip.

Halfling Sling Staff

Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity.

A halfling sling staff fires bullets. You can hurl ordinary stones with a halfling sling staff, 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.

A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.

Hand Crossbow

You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows.

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.

This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.

A harpoon is a barbed spear with an attached rope 50 feet or less in length. Most harpoons have metal points, but some use ivory or are made entirely of wood. If you are proficient with the harpoon, it is a grappling weapon. A harpoon's weight includes 10 pounds for the weight of 50 feet of hemp rope. The weight can be reduced by using shorter or lighter rope. If you are not proficient with a harpoon, treat it like a spear.

heavy Crossbow

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. A heavy crossbow fires crossbow bolts.

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.

heavy flail

Similar to a light flail, a heavy flail has a larger metal ball and a longer handle.

A heavy mace has a larger head and a longer handle than a light mace.

This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.

heavy shield

Price 7 GP/20 gp

You can bash with a heavy shield instead of using it for defense. The shield entries for heavy shields appear on page 11.

The hooked end of this axe's blade can be used to disarm foes or pull them off balance. A hooked axe can be used as a martial weapon (in which case it functions like a battleaxe).

Hooked Lance

This slender, 10-foot-long polearm has an added hook protruding from the head that is used to snag the clothing and armor of opponents. A hooked lance, unlike a lance, can't be wielded in one hand while mounted and doesn't deal extra damage if used while mounted.

Horsechopper

Crafted by goblins for battling horses, this weapon is essentially a long-handled halberd with an enlarged hook on the blade. Most horsechoppers are sized for Small creatures.

Hunga Munga

Also called a mambele, danisco, goleyo, njiga, or any of many lesser-known names, this three-bladed dagger is intended for throwing but can be used as a melee weapon. Though the basic three-blade design is most common, hunga mungas can take a wide variety of forms.

This is an iron-handled version of a scholar's brush with a sharpened handle. Though it does little damage, it is easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal an iron brush on your body) and can be thrown short distances, or used to jab at key nerve clusters and acupuncture points to surprisingly devastating effect.

A javelin is a thin throwing spear . 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.

This batonlike weapon is fitted with a metal hook that can be used to block and pin an opponent's weapon. Some variations are tipped with a sharpened metal spike or blade.

Similar to a sickle—and in some regions still used to reap grain—a kama is a short, curved blade attached to a simple handle, usually made of wood. It is sometimes also referred to as a kai, and is frequently used in pairs by martial artists.

Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents' heads and limbs. Though finely balanced, these blades are difficult to master. Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.

This small, curved pull dagger has a metal loop at the base of its handle, allowing it to be secured with a pinky or worn on a string tied in the hair. While relatively small, the curved blade can create brutal wounds. Easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal a kerambit on your body), it is a favorite weapon of ninja and assassins.

The kestros is an oddly shaped Bronze Age sling used for launching kestros darts. Your Strength modifier applies on damage rolls when you use a kestros, just as it does for thrown weapons. You can fire—but not load—a kestros with one hand. Loading a kestros is a move action that requires two hands and provokes attacks of opportunity. Halflings treat the kestros as a martial weapon.

Kestros Dart

Price 5 gp (10)

This dart, meant to be thrown using a kestros, consists of a heavy metal point about 9 inches long attached to a shaft of wood about 12 inches long, fletched with feathers for stability. If used as a melee weapon, it is a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Kestros darts come in a quiver that holds 10 darts.

This heavy blade has a convex curve near the end, making its overall shape similar to that of a battleaxe. A typical khopesh is 20 to 24 inches in length. Its curved shape allows the wielder to hook around defenses and trip foes. The elegant shape of a khopesh leads some artisans to cover them in ornate decorations.

The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.

Knuckle Axe

Knuckle axes, usually used in pairs, resemble axe blades mounted on brass knuckles. You may hold, but not wield, a weapon or other object in a hand wearing a knuckle axe. Unlike when wearing brass knuckles, you cannot use a hand wearing a knuckle axe for spellcasting.

A kukri is a curved blade, about 1 foot in length.

This weapon has a single kama or sickle held in the off hand, attached by 10 feet of fine chain to a weighted metal ball. The sickle can be used to make trip attacks, jabs, and blocks, while the ball is whipped around at high speeds and then smashed into the opponent, or used to tangle an opponent's sword or spear, allowing the wielder to then attack with the sickle.

Kyoketsu Shoge

This weapon consists of a foot-long double-edged blade, with another smaller, curved hook-blade sticking out the side like a rooster's spur. The blade is strung to a large iron hoop with a 10-foot length of rope. The blade can be used as an off-handed melee weapon or thrown like a dagger, while the rope and circlet can be whipped around and swung at opponents as a bludgeoning reach weapon.

A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a successful DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10, and requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.

Light Crossbow

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.

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.

Light Flail

A light flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a light flail can actually take many different shapes, such as short bars. Military flails are sturdier evolutions of agricultural flails, which are used for threshing—beating stacks of grains to separate the useful grains from their husks.

Light Hammer

A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.

A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. The mace's head is usually flanged to cause more pain or damage. Some more primitive maces are made with stone bound to a wooden haft with leather straps.

This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.

Light shield

Price varies

You can bash with a light shield instead of using it for defense. The shield entries for light shields appear on page 12.

At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can't be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.

A longspear is about 8 feet in length.

This sword is about 3-1/2 feet in length.

Lucerne Hammer

This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.

Lungchuan Tamo

What seems to be an ordinary baton sheaths a pair of matching slender-bladed daggers—perfectly balanced throwing blades.

Price 40 GP/50 gp

The madu is a round, light leather shield with two animal horns—usually from an antelope—extending from opposite sides. If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient with the it, treat it as a light spiked shield. A madu can't be disarmed. It can be crafted entirely out of metal, but both versions offer the same basic protection and attack benefits, though they respond differently to some spells and effects. A druid can use a leather madu, but not a steel madu.

This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn't work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; breaking it requires a DC 26 Strength check. If you drop the mancatcher, the target can free himself as a standard action.

A mattock resembles a two-handed pick, but with a chisel-like blade instead of a point.

A Stone Age weapon traditionally made of carved stone, a mere (MEH-reh) is a short, flat-sided, sharp-pointed club.

Meteor Hammer

This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent's body. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone. You may use this weapon in two different ways: In meteor mode you use it as a double weapon, while in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.

Monk's Spade

This polearm is a double weapon. One side is fitted with a broad, shovel-like sharpened blade, while the opposite side is fitted with a crescent blade that juts out like a pair of bull's horns. The monk's spade does many types of damage. The type of damage it deals depends on how it is wielded, with the spade side able to bludgeon and slash and the crescent side able to slash and pierce.

Morningstar

A morningstar is a spiked metal ball affixed to a handle.

The naginata consists of a 6-foot staff affixed to a 2-foot-long, slightly curved, swordlike blade. The shaft is designed to keep the wielder out of reach from swords and shorter weapons.

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 to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at 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 succeed at a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful 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.

Nine-Ring Broadsword

This broad-bladed weapon has nine heavy rings threaded through its spine, providing additional weight to add to the force of its impressive chopping power.

Nine-Section Whip

The nine-section whip consists of steel bars linked together. The final bar is a 6-inch weighted spike. This weapon can be wielded as a single-handed weapon, a two-handed weapon, or in pairs. Nine-section whips often have colored cloth flags attached to the ends to make them easier to control.

Price 60 gp

This very long, two-handed weapon has a slender but wickedly sharp 4-foot-long blade at one end. It is predominantly used by ground troops to attack mounted warriors, and can be used to hack riders from their mounts or set to receive a charge.

A nunchaku is made up of two wooden or metal bars connected by a short length of rope or chain.

Price 24 gp

This large crook of sharpened metal makes it easy to trip and catch fleeing opponents. Invented by ogres, most ogre hooks are Large and crudely fashioned—often from metal torn from previous victims' weapons and armor. Despite their poor workmanship, the rarity and peril involved in getting ogre hooks make such items quite valuable.

orc double axe

A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon. Though invented by and traditionally associated with orcs, the double axe can be crafted and wielded by other races as well, though many disdain it for its extreme weight and clumsiness. Because of the blades at either end of the axe, the wielder must hold an orc double axe in the middle of its haft, and utilize a weaving, slashing fighting style more akin to that of a quarterstaff than to that of a greataxe or battleaxe.

Price 14 gp

An evolution of the punching dagger, the pata is a short sword that ends in a full, fingerless gauntlet hilt. You punch rather than stab with the weapon, allowing you to put more force behind each strike. While wearing a pata, you cannot use that hand for anything else. A pata provides a +10 bonus to your CMD against disarm attempts.

The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield-bearing opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.

Poisoned Sand Tube

Resembling a slim scroll case made of bamboo or metal, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, you can blow into the tube to disperse the poisoned sand into your enemies' faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if you have the Rapid Reload feat.

Punching Dagger

A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.

A quadrens looks similar to a sturdy dagger, but with four spikes mounted in a square pattern in place of a blade. When you score a critical hit with a quadrens, the resulting gaping wound causes 1 point of bleed damage. In addition to punching through hide and armor, the spikes can also be used to snag opponents' blades and twist them out of their grips.

quarterstaff

A quarterstaff is a simple piece of wood, about 5 feet in length. In battle, it's held with one hand at the butt and the other a quarter of the way up the staff, allowing it to block blows and make quick strikes.

Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.

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. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.

Repeating crossbow bolts

Price 1 gp (5)

Bolts for a repeating crossbow are designed to fit the bolt case of a repeating crossbow. They are slightly more expensive than regular crossbow bolts and sold in increments of 5 instead of 10 (to match the capacity of the bolt case).

Repeating hand crossbow

Price 800 gp

This weapon functions identically to a repeating heavy crossbow, except its damage, critical, and range values are equivalent to those of a hand crossbow instead.

Repeating heavy crossbow

Price 400 gp

The repeating heavy crossbow holds 5 repeating 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.

Repeating light crossbow

Price 250 gp

This weapon functions identically to a repeating heavy crossbow, except that its damage, critical, and range values are equivalent to those of a light crossbow instead of a heavy crossbow. Its significantly lighter construction and pull make it both more portable and more useful to those who rely on stealth or speed.

Rhoka Sword

Price 25 gp

This sword is used almost exclusively by the life-hating urdefhans ( Bestiary 2 276). The sword is the size of a longsword but consists of two serrated blades placed side by side.

This Bronze Age weapon is an early polearm consisting of a long, single-edged blade attached to a sturdy staff, sometimes slightly curved. It serves as both a cutting and a thrusting weapon.

This deceptively complex weapon appears to be nothing more than a 12-foot rope attached to a 6-inch-long, conical metal spike. Similar to a meteor hammer, it can be whirled at great speeds, then aimed to strike and pierce opponents with great reach. Once it strikes, the wielder can quickly retrieve the weapon with a tug of the rope as a free action.

A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. When wielding a sai, you get a +2 bonus on combat maneuver checks to sunder an enemy's weapon. Though pointed, a sai is not usually used for stabbing. Instead, it is used primarily to bludgeon foes, punching with the hilt, or else to catch and disarm weapons between its tines. Sais are often wielded in pairs.

Sansetsukon

Also called a three-section staff, this weapon is divided into three 2-foot-long segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.

This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.

Sawtooth sabre

The signature weapon of certain assassin cults, the sawtooth sabre is a cruelly efficient weapon. You may use a sawtooth sabre as a Martial Weapon (in which case it functions identically to a longsword). If you have the Exotic Weapon Proficiency (sawtooth sabre) feat, for the purpose of two-weapon fighting you can treat it as a light melee weapon; for all other purposes it is a one-handed melee weapon.

This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.

The scizore is a hardened tube that fits over the forearm, ending in a semicircular blade used for devastating bladed punch attacks. The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with it. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action.

Scorpion Whip

This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death due to its association with reaping also make the scythe a particularly intimidating weapon.

Seven-Branched Sword

This unusual sword has a straight 2-foot-long blade with six shorter L-shaped blades protruding from it, three on each side in a staggered pattern. The shorter blades can be used to snag opponents' clothing or armor, or can target weapons in order to disarm them. To snag armor or clothing, the attacker makes a trip attempt. If successful, the victim doesn't fall prone, but instead is snagged and stumbles forward, leaving the victim flat-footed for the remainder of the round.

Forged in pairs, these solid metal blades end in curved hooks, while the hand guards are hammered into outward-facing spiked crescents. Both the crescent and the tip of the hilt are sharpened for combat. They can be wielded as single weapons or with two-weapon fighting styles. These weapons gain the disarm special feature when they are used individually. A pair of shang gou can also be formed into a single one-handed weapon to gain the trip special feature.

A shortbow is made up of one piece of wood about 3 feet in length. You need 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, but not a regular shortbow. A shortbow fires arrows.

A shortspear is about 3 feet in length, making it a suitable thrown weapon.

Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.

The shotel is a downward-curving sword designed to reach over or around an opponent's shield. You gain a +1 bonus on attack rolls with a shotel against opponents using bucklers, light shields, or heavy shields. The curve of a shotel's blade varies from sword to sword, and some models are double-edged, while others are single-edged, with the back edge able to be braced against a shield for additional power. Shotels are particularly useful for hooking mounted combatants and ripping them from their steeds.

Price 1 GP (5)

A shuriken is a small piece of metal with sharpened edges, designed for throwing. 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 and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.

This weapon is a handheld shaft fitted with a pointed tip for stabbing foes. It resembles a (much sturdier) arrow with a grip designed for melee combat.

This weapon is similar to a shortspear with a flexible rattan or bamboo shaft and an elaborately barbed head. The barbs can snag flesh, clothing, or armor to ensnare an enemy.

This blade is a smaller, lighter version of the shotel. You gain a +1 bonus on attack rolls with a sica against opponents using bucklers, light shields, or heavy shields.

Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh.

A sling is little more than a leather cup attached to a pair of strings. 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.

A sling fires sling bullets. 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.

Sling Bullets

Price 1 sp (10)

Sling bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.

Smoke Arrow

This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.

This short, wide net is covered in barbed loops and slipknots. It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell's level. The Escape Artist DC to escape a snag net is 22.

A spear is 5 feet in length and can be thrown.

Spiked Armor

Price +50 gp

You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See the armor spikes entry on page 10 for details. Armor spikes can't be disarmed.

Spiked Chain

A spiked chain is about 4 feet in length and covered in wicked barbs. Some have metal hoops to use as handgrips. 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.

Spiked Gauntlet

This is a gauntlet of thick leather or metal with blades or spikes protruding from above the knuckles, allowing the wearer to stab with the force of a punch. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot disarm you of spiked gauntlets.

Spiked Heavy Shield

Price 57 GP/70 gp

Spiked shields are intimidating weapons, and can have a single protruding central spike, razored shield edges, or a whole forest of deadly protrusions. You can bash with a spiked heavy shield instead of using it for defense. A spiked heavy shield can't be disarmed. See the armor spikes entry on page 10 for details.

Spiked Light Shield

Price 53 GP/59 gp

You can bash with a spiked light shield instead of using it for defense. A spiked light shield can't be disarmed. See the armor spikes entry on page 10 for details.

From a central metal ring, four tapering metal blades extend from this weapon like points on a compass rose. By gripping the crossbar that runs through the weapon's open middle, a wielder can strike with it as a deadly melee weapon. Alternatively, by gripping it by the outer rim, a starknife's light, aerodynamic design allows it to be thrown short distances in a manner similar to a chakram.

Price 45 gp

This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Swordbreaker Dagger

You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add a +4 bonus on combat maneuver checks to disarm or sunder bladed weapons while using it.

The Stone Age taiaha is a long, heavy stick, club-shaped at one end and tipped with a wooden or metal spear point at the other. You wield it with a combination of solid strikes with the club and fending motions with the spear. A taiaha can be wielded as a martial weapon that deals 1d8 points of bludgeoning damage (1d6 if Small) and has a ×2 critical.

Also known as an iron claw, this device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm of the off hand. It can be used as an offensive weapon or defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.

Temple Sword

Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, which appear to be an amalgam of sickle and sword. Many have holes drilled into the blade or the pommel so that charms, bells, or other holy trinkets can be attached to reflect the owner's devotion or to serve as foci for prayer or meditation. Monks are proficient with the temple sword.

Tepoztopilli

The head of this wooden Stone Age polearm is edged with jagged bits of obsidian, glass, teeth, or similar materials. The wide head serves well for both piercing and slashing attacks.

This Stone Age weapon, also called a macuahuitl, is made from a length of tempered wood. It has bits of shark teeth, obsidian, glass, or similar materials studded all along its length.

A slight improvement over the greatclub, this weapon consists of a long, slender length of wood or metal whose upper half is shod with a thick sheet of studded iron. The iron gives added weight and strength to the club, while the studs are designed to crack helmets and armor.

throwing axe

This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas, tomahawks, and more. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.

throwing shield

This shield is designed for throwing and has specially designed straps that allow you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield's enhancement bonus to AC nor its shield spikes apply on your attack or damage rolls. A throwing shield can't be disarmed.

This long, tridentlike weapon consists of a three-pronged metal fork set upon an 8-foot-long shaft. It is wielded much like a staff, with the wielder grasping the shaft from the center and jabbing with its forked end. A tiger fork can be set to receive a charge.

These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.

A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.

tri-point double-edged sword

Topping the head of this 5-foot-long shaft are three long, backward-curved blades fashioned in the appearance of a blossoming lotus. The unusually large head is designed to land heavy blows and cause multiple wounds that open away from each other.

Tube Arrow shooter

This weapon consists of a small metal tube hidden within a sleeve; the tube holds a short, spring-loaded bamboo shaft. You gain a +2 bonus on Sleight of Hand checks made to conceal a tube arrow shooter on your body. Releasing the fastener allows the spring to force the arrow out. Once a shaft is fired, the tube must be reloaded before it can be used again. Reloading a tube is a full-round action, or a standard action if the wielder has the Rapid Reload feat.

Two-Bladed Sword

A two-bladed sword is a double weapon—twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.

Unarmed Strike

An unarmed strike is an attack such as a punch or a kick where the attacker is not using a weapon to make the attack. A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes at his discretion. 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. Unarmed strikes do not count as natural weapons ( Core Rulebook 182). An unarmed strike can't be disarmed.

Underwater Heavy Crossbow

Above water, this weapon is identical to a heavy crossbow. You may use it underwater, where it has a range increment of 20 feet. It counts as a heavy crossbow for the purposes of proficiencies and special abilities.

Underwater light Crossbow

Price 70 gp

An underwater light crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal light crossbow can use an underwater light crossbow.

Commonly known as a whip sword, this deadly weapon is fashioned from one to four 5-foot-long, razor-sharp blades of flexible steel, almost like a metal cat-o'-nine-tails. The weapon is wielded by whipping the blades at one's opponent. The coiled blade is fine and flexible enough to be worn as a belt, and its wielders often carry the blades wrapped around themselves in this fashion.

This short and broad Stone Age club is made of hardened wood or bone. It has a notch on one side that is used for catching weapons. If you are proficient with the weapon, you can use the notch in the wahaika to disarm your foes. Otherwise, treat this weapon as a club. Feats and abilities that affect clubs apply to the wahaika.

These short, slender blades are between 1 to 2 feet long. They are primarily used as back-up weapons, to decapitate defeated enemies, or to commit seppuku (ritual suicide) as a matter of honor. These blades are specifically worn by samurai and are intended to be paired with a katana. Together, this set of blades is referred to as a daisho.

This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter's hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.

A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with a 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 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. You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.

Whistling arrow

These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path. They are sold in quantities of 20.

Wooden stake

This close combat weapon is just a sharpened piece of wood. Iron spikes that are used as weapons deal damage as wooden stakes.

This sharpened wooden spike can be used as a punching weapon, but it is also perfectly balanced for throwing.

This section presents an anachronistic collection of hand-held black powder weapons suitable for a wide variety of fantasy adventure campaigns. Most of them are single-shot muzzle-loaders with highly inefficient triggering mechanisms—traditional sword and sorcery firearms. More advanced firearms are also presented for those brave enough to mix their fantasy with a technology much closer to that of the Old West than the slow and unstable weapons that gave musketeers their name. Of course, it is the GM's decision whether or not guns of any type are allowed in a campaign.

What follows are additional rules for using firearms.

Firearm Proficiency : The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload ), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Firearm Categories : The firearms in this chapter fall into one of two categories: early or advanced firearms.

Early Firearms: Early firearms are typically matchlock, wheellock, or flintlock weapons, and require more finesse and care to use than advanced firearms. Early firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired. Early firearm ammunition can be loaded from a cartridge, but that cartridge is made of soft material (like paper or cloth) that is torn open so that the contents may be shoved down the barrel. Advanced Firearms: Advanced firearms are more reliable and accurate than early firearms. The ammunition for an advanced firearm takes the form of metal (usually brass) cartridges that are loaded into a chamber rather than shoved down the muzzle.

Capacity : A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

Range and Penetration : Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim . At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments. Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim . At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Loading a Firearm : You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms. Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.

Early Firearms: Early firearms are all muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity.

Misfires : If the natural result of your attack roll with a firearm is equal to or less than the firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each early firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage. Advanced Firearms: Advanced firearms can misfire, but when they do, they only gain the broken condition. A subsequent misfire does not cause advanced firearms to explode.

Ammunition : Firearm ammunition takes two forms: either black powder and shot (either bullets or pellets) or cartridges. Firearm ammunition is destroyed when it is used. Unlike other types of ammunition, there is no chance to retrieve firearm ammunition that misses. No part of a cartridge can be reused to create new cartridges. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet.

Concealing Firearms : Like light weapons and hand crossbows, one-handed firearms are easy to conceal on your person. Some smaller firearms (like the coat pistol) can grant bonuses to conceal a weapon on your person.

Bucklers : You can use a one-handed or two-handed firearm without penalty while carrying a buckler.

Fire while Prone : Firearms, like crossbows, can be fired while their wielders are prone.

Firearms, Black Powder, and Water : Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot normally load an early firearm underwater or fire any firearm underwater without magical aid.

Deflecting and Snatching Bullets : The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets, but not pellets shot from a scatter weapon.

Scatter (Weapon Quality) : A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike . Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls are misfires. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Alchemical Cartridge

An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

Dragon's Breath Cartridge : This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don't have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires.

Entangling Shot Cartridge : This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or another scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. An entangling shot cartridge increases the firearm's misfire value by 2.

Flare Cartridge : When a flare cartridge hits its target, it deals only half the normal damage, but the creature struck is blinded for 1 round (Fortitude DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fortitude DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm's misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm's misfire value by 1. Flares can be used only to attack single creatures; they do not work as a shot for a scatter weapon's cone attack.

Paper Cartridge : This simple mix of black powder and either pellets or a bullet increases the misfire value by 1.

Salt Shot Cartridge : This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can use it only with a scatter weapon's cone attack.

Price 1,600 gp

This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. This is an early firearm.

Black Powder

Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon. Black powder is often stored and transported in kegs (which hold 100 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explode—a single keg that explodes in this manner deals 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects the powder from explosion.

Blunderbuss

Price 2,000 gp

This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Buckler Gun

Price 750 gp

The front of this buckler is fitted with a small, double-barreled gun that can be shot while wearing the buckler. Unlike with a double-barreled pistol, you can shoot only one barrel at a time. You must remove the buckler to reload the gun. Each barrel of a buckler gun uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. Because of its awkward construction, a buckler gun is always considered an off-handed weapon. This is an early firearm.

Coat Pistol

Though less powerful than other, larger firearms, this pistol is small enough to be easily concealed in a jacket or coat. You get a +2 bonus on Sleight of Hand checks made to conceal a coat pistol on your body. A coat pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Price 4,000 gp

The culverin, also known as a hand bombard, consists of a simple smoothbore tube, sealed at one end except for a small hole used to ignite a gunpowder charge. A wooden stock partially encases the barrel, allowing you to hold it under your arm with relative ease when carrying it. Firing a culverin without support (such as a wall, a window, or a stand) imposes a –4 penalty on attack rolls, and knocks you prone. A culverin uses 4 doses of black powder and grapeshot (a handful of pellets) as ammunition. Note that these statistics simulate only the original, hand-held culverins—their larger descendants are considered cannons and are dealt with in the siege weapon section of Ultimate Combat . This is an early firearm.

Dagger Pistol

Price 740 gp

A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. The awkwardness of the configuration means you do not gain the bonus on Sleight of Hand checks that either of those stand-alone weapons grants. The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. A dagger pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Double Hackbut

This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to the top of a lightweight, two-wheeled carriage. It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat. Unlike other two-handed firearms, you must fire the double hackbut while it is mounted, or else firing it imparts a –4 penalty on attack rolls and the recoil knocks you prone. A Large or larger creature can fire a double hackbut one size smaller than itself without the gun's mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon. This is an early firearm.

Double-barreled musket

Price 2,500 gp

This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Double-barreled pistol

Price 1,750 gp

This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot. This is an early firearm.

Double-barreled shotgun

Price 7,000 gp

Type advanced

This twin-barreled shotgun can be shot one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points of damage. A double-barreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition. This is an advanced firearm.

Dragon Pistol

Price 1,000 gp

Like a miniature blunderbuss, the dragon pistol fires pellets or a bullet from its flared barrel. The dragon pistol fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A dragon pistol uses either a bullet or group of pellets and 1 dose of black powder, or a single alchemical cartridge (with either bullets or pellets) as ammunition. This is an early firearm.

This primitive firearm is merely a long tube that, when ignited, propels forth a short gout of flame and a javelin. Unlike other firearms, the fire lance is wildly imprecise, and targets AC rather than touch AC. A fire lance is always treated as having the broken condition for the purpose of determining the effects of a misfire. A fire lance uses a javelin and 2 doses of black powder as ammunition. This is an early firearm.

Firearm bullet

The ammunition of most one-handed and two-handed firearms, firearm bullets typically take the form of small balls of lead or some other metal. Thirty bullets weigh half a pound.

Metal Cartridge

These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets.

Price 1,500 gp

This long-barreled firearm has a much greater range than a pistol. A musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as its ammunition. This is an early firearm.

A handful of pellets, along with 1 dose of black powder, is commonly used as ammunition for one-handed and two-handed firearms with the scatter weapon quality, though rocks or other small bits of hard material can be used in the pellets' place. Using anything other than pellets or alchemical cartridges when firing off a cone attack with a scatter weapon increases the weapon's misfire range by 1 (though this increase can be removed by switching back to standard ammunition). Thirty handfuls of pellets weigh half a pound.

Price 3,000 gp

This pistol has six barrels instead of one. The entire barrel housing can be quickly rotated by hand between shots (a free action requiring one free hand), allowing all six bullets to be fired before the weapon must be reloaded. Each barrel of a pepperbox uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Pepperbox Rifle

The four barrels of this rifle are set into a turnable housing that can be quickly rotated by hand (a free action) between shots. A pepperbox rifle uses metal cartridges as ammunition. This is an advanced firearm.

The basic single-shot pistol is one of the most common firearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. As such, it can take a variety of different forms, from wildly ornate masterpieces in the shape of fire-breathing dragons to the more common wood-handled pistols, or nothing more than a simple metal tube with a triggering device.

A pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Pitted Bullet

This ammunition is pitted with a pattern of small pocks into which specially formulated poison compounds can be applied. A poison compound is a derivative of a standard toxin that is alchemically reduced to a solid form. These can be made from any standard injury or contact poison with a successful Craft (poison) check equal to the poison's DC + 4. The cost of purchasing an already prepared poison compound for the purpose of treating pitted bullets is equal to the poison's base cost + 20 gp. Once crafted, the compound can be pasted into the ammunition's pitted design and allowed to harden. Upon completion, the bullet can be fired from an appropriate firearm, releasing the poison compound into its target upon impact, but the poison's DC is reduced by 2. A pitted bullet cannot be used with an alchemical cartridge. The listed cost does not include the cost of poison.

A revolver is a pistol with a revolving cylinder containing six chambers. Each chamber can hold a metal cartridge, and when one cartridge is fired, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing. A revolver uses metal cartridges as ammunition. This is an advanced firearm.

Price 5,000 gp

This improvement on the musket features a grooved barrel that imparts a twisting, spiral motion to the bullet as it exits, stabilizing it and preventing the end-over-end tumbling common to projectiles from simpler firearms. As a result, a rifle can fire significantly farther and with more accuracy than early long-bore firearms.

A rifle uses metal cartridges as ammunition. This is an advanced firearm.

This advanced version of the blunderbuss shoots in a 30-foot cone when firing pellets, and has a 20-foot range increment when firing a bullet (often called a slug). Shotguns can either be simple and functional, or art pieces in their own right, with engravings and inlay on the stocks and breeches. Those used by the upper class are often emblazoned with images of game animals, family crests, or elaborate maker's marks.

A shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition. This is an advanced firearm.

sword cane Pistol

Price 775 gp

A combination weapon, this gun mixes a coat pistol with a sword cane. The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must succeed at a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a simple walking stick; the DC decreases to 5 if the observer is able to handle the weapon. A sword cane pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon. This is an early firearm.

Warhammer Musket

This musket has a warhammer head at the end of its barrel, which allows it to be used as both a musket and a warhammer. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the warhammer are considered broken. A warhammer musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Fighter Weapon Groups

For the purpose of the fighter class's weapon training ability, weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups).

Bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe

Blades, Heavy

Bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, great terbutje, greatsword, katana, khopesh, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword

Blades, Light

Bayonet, butterfly sword, dagger, dogslicer, gladius, hunga munga, kama, kerambit, kukri, pata, quadrens, rapier, short sword, sica, sickle, starknife, sword cane, swordbreaker dagger, and wakizashi

Composite longbow, composite shortbow, longbow, and shortbow

Armor spikes, bayonet, brass knuckles, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart

Double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater light crossbow, and underwater heavy crossbow

Double Weapons

Bo staff, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, and two-bladed sword

All one-handed, two-handed, and siege firearms

Chain spear, dire flail, double chained kama, flail (light flail), flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip

Aklys, battle aspergillum, club, earth breaker, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer

Bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, jutte, kama, kusarigama, kyoketsu shoge, lungchuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart

Unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing

Bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, ogre hook, naginata, nodachi, ranseur, and tiger fork

Siege engines

Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines (see Ultimate Combat for more details)

Amentum, boar spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident

Aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, shortspear, shuriken, sling, snag net, spear, starknife, throwing axe, throwing shield, trident, and wushu dart

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pathfinder trip weapon quality

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Magic weapons, melee weapon special abilities, table: ranged weapon special abilities, table: ammunition special abilities, table: specific weapons, 3rd party publisher magic weapons.

  • Magic Weapon Special Abilities
  • Specific Magic Weapons

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Special Materials : Weapons or ammunition can be made of an unusual material.

Caster Level for Weapons : The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice : Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit .

Ranged Weapons and Ammunition : The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction . Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

Magic Ammunition and Breakage : When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.

Light Generation : Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points : Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Common Armor, Weapon, and Shield Hardness and Hit Points .

Activation : Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate , then the user usually needs to utter a command word (a standard action ). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

Magic Weapons and Critical Hits : Some weapon qualities and some specific weapons have an extra effect on a critical hit . This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Weapons for Unusually Sized Creatures : The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment ). The cost of the masterwork quality and any magical enhancement remains the same.

1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition. 2 A weapon can’t have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in.

1 See Table: Melee Weapon Special Abilities , Table: Ranged Weapon Special Abilities , and Table: Ammunition Special Abilities .

1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price. 2 Bludgeoning weapons only. 3 Piercing or slashing weapons only (slashing only for vorpal ). 4 This special ability cannot be applied to light melee weapons.

1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price. 2 Only bows can have this ability (composite only for adaptive ). 3 Projectile weapons with this ability bestow this power upon their ammunition. 4 Firearms cannot have this special ability. 5 Only firearms can have this special ability. 6 Only thrown ranged weapons can have this special ability. 7 Only bows and crossbows can have this special ability.

1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price. 2 This special ability can only be applied to alchemical or metal firearm cartridges.

Magic weapons and weapon special abilities d20pfsrd.com has added from various 3rd Party Publisher sources can be found at the link below.

3rd Party Magic Weapons

Pathfinder RPG Core Rulebook . Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors

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Trip is a  Feat in Pathfinder: Wrath of the Righteous . Feats are special talents or expertises that provide special capabilities to characters. At certain levels, your character will get to choose between an Ability Score Improvement Feature or a Feat.

Trip Information

  • You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone.If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

How to unlock Trip

You'll need to fulfill the following requirements to unlock Trip

Combat Expertise

Intelligence 13

The Shaman can unlock this Feat by selecting the Stone Stability Hex and reaching Level 5.

Trip Tips & Notes

  • Notes & Tips go here

pathfinder trip weapon quality

A Bully type Animal Companion gets this feat for free, despite not having the Combat Expertise feat or 13 Int stat. Pairs well with animal choices that get a free Trip attempt with a successful attack (such as a Dog's bite). If the animal starts with a 2 Int, you can also give them a +1 stat increase during its level up to qualify for Teamwork feats, such as Tandem Trip and Outflank. The Hunter - Diving Hound class specialization gets Teamwork feats automatically applied to their Dog or Wolf companion.

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Category : Trip weapons

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Shooter Files by f.d. walker

Street Photography Tips, Interaction, Travel, Guides

Apr 24 2017

City Street Guides by f.d. walker: A Street Photography Guide to Moscow, Russia

moscow-guide-cover

*A series of guides on shooting Street Photography in cities around the world. Find the best spots to shoot, things to capture, street walks, street tips, safety concerns, and more for cities around the world. I have personally researched, explored and shot Street Photography in every city that I create a guide for. So you can be ready to capture the streets as soon as you step outside with your camera!

At over 12 million people, Moscow is the largest city in Russia and second largest in Europe by population ( Istanbul is #1). An urban, cosmopolitan metropolis with more than enough glitz and glam to cater to the elite, but without losing its fair share of Soviet era roughness around the edges. It can be fast paced, brash, busy, and trendy like other big cities, but it has its blend of West meets Russia atmosphere and beauty that provides plenty of unique interest. The Red Square is as famous as it gets, but there’s so much more to this city, including the most beautiful subway system you’ve ever seen. It would take years to capture all of Moscow, but that means you have an endless amount of areas to discover.

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So here’s a Street Photography guide so you can be ready to capture all that Moscow has to offer before you even arrive!

  • Patriarch’s Pond
  • Old Arbat Street
  • Maroseyka Street
  • Tverskoy Boulevard

Top 5 Street Spots:

1. red square.

The Red Square is the most famous square in not just Russia, but all of Eastern Europe. The name actually doesn’t come from the color of the bricks or communism, but from the name in Russian, Krásnaya, once meaning “beautiful” before its meaning changed to “red.” This large plaza is what you see on the cover of guide books and magazines for Moscow, with St. Basil’s Cathedral being the center piece next to Lenin’s Mausoleum surrounded by the Kremlin Wall. Of course, the Red Square attracts hordes of tourist due to the main attractions, but all that activity around an interesting atmosphere does provide street photo opportunities. It’s also the central square connecting to the city’s major streets, providing a good starting point to explore outward.

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You’ll also find the popular pedestrian only Nikolskaya Street connecting the Red Square to Lubyanka Square. This line of expensive shops includes plenty of activity, while also leading you to another popular square. Filled with history rivaling any city, the Red Square and surrounding areas are the heart and soul of Russia.

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2. Patriarch’s Ponds

Patriarch’s Ponds is one of the most exclusive neighborhoods in Moscow. Despite the name being plural, there’s only one large pond, but it’s worth a visit with your camera. It’s a popular spot for locals and expats to come relax or take a stroll around the pond. You get an interesting mix of young and old too, from young love to “babushkas” feeding pigeons. It’s a very peaceful park atmosphere in one of the nicer areas within the city center, while bringing enough activity for street photography. 

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The pond is shallow and in the winter becomes a popular spot for ice-skating too. The area is also well-known for the location in the famous Russian novel, The Master and Margarita. 

3. Old Arbat (Stary Arbat)

Old Arbat is the most famous pedestrian street in Moscow, and dating back to the 15th century, also one of its oldest. Originally, it was an area of trade, but soon became the most prestigious residential area in Moscow. During the 18th century, Arbat started attracting the city’s scholars and artists, including Alexander Pushkin. Cafes lined the streets and impressive homes filled the neighborhood. Since then, New Arbat street was created as a highway in the area, while Old Arbat was paved for a 1km pedestrian only walkway.

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Due to the historic buildings, famous artists that lived here, and the bohemian atmosphere, Old Arbat has become a big attraction for tourists today. Now, there’s a mix of cafes, restaurants, souvenir shops, street performers, street merchants and other attractions for visitors, and some locals, to come enjoy. It can get really busy here and there’s usually something interesting going on so it’s a good street to come walk with your camera for guaranteed life.

4. Gorky Park

One of the most famous places in Moscow is Gorky Park. The official name is Maxim Gorky’s Central Park of Culture & Leisure, which gives you an idea of what goes on here. When built, it was the first of its kind in the Soviet Union. Divided into two parts, it stretches along Moscow River. One end contains fair rides, foods stands, tennis courts, a sports club, a lake for boat rides, and more. This end brings more active life due to its number of attractions, while the other end is more relaxed, where you’ll find gardens, trees, older buildings, and an outdoor amphitheater.

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Gorky Park attracts mostly locals so it’s a good spot to capture the non-tourist side of Moscow life. Muscovites come here to escape the city and unwind in a picturesque setting. The park remains alive outside of the warmer months too, especially when the lake turns into the city’s largest outdoor skating rink. I’d recommend taking the metro out here to spend at least half a day exploring the massive park’s life with your camera.

5. Maroseyka Street

Maroseyka Street is a popular area not too far from the Red Square. The long, winding street turns into Pokrovka and is lined with restaurants, cafes, bars and places to stay. It’s actually where I like to stay when I’m in Moscow due to its location and solid street photography opportunities itself. You have Kitay-gorod station near and if you keep walking southwest, you’ll get to the Red Square. But if you walk northwest, as it changes to Pokrovka, you can find a long street of activity for photography with its own interesting atmosphere.

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6. Tverskoy Boulevard

Tverskoy Boulevard is the oldest and longest boulevard in Moscow, beginning at the end of Nikitsky Boulevard, and finishing at Pushkin Square, a spot to come for activity itself. The boulevard is made up of two avenues, with pedestrian walkways in-between. You’ll find grass, shrubbery, trees, benches and more walking it’s almost kilometer length. Many people come here to enjoy some relaxation, walk their dog, or just to use it to walk wherever they’re going. Its center location also provides a nice place to walk with your camera near plenty of other spots you’ll want to check out anyway.

Sample Street Walk:

For a full day of Street Photography, covering some of the best spots, you can follow this sample street walk for Moscow:

  • Start your morning walking around the Red Square (1), while exploring the surrounding area, including Nikolskaya Street
  • Then walk northwest to Patriarch’s Ponds (2) and slowly walk the pond and surrounding area with your camera
  • Next, walk east to the Pushkin Monument and stroll down Tverskoy Boulevard (6)
  • Once Tverskoy Boulevard (6) ends, it will turn into Nikitsky Boulevard. Follow this down until you get to the start of Old Arbat Street (3), across from Arbatskaya station
  • After you’re done walking down Old Arbat Street (3) for more street photography, spend some time checking out Moscow’s beautiful metro stations
  • To finish off the day with more street photography, get off the metro near Red Square (1) again, Maroseyka Street (5) or wherever you’re staying for the night.

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3 Things I’ll Remember about Shooting in Moscow:

1. museum metro.

The Moscow metro system was the first underground railway system in the Soviet Union and today includes 203 stations across 340km of routes. The elaborate system has some of the deepest stations in the world too, with escalators that seem to go on forever. None of this is what makes it so special, though. Many of its stations feel like stepping inside a museum, making it without a doubt the most interesting and beautiful metro system I’ve been in.

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When built, Stalin wanted to make the metro stations “palaces for the people” with marble, chandeliers, and grand architecture. The best part is the variety of architecture and styles used, making many of the stations a completely different experience visually. You could easily spend a whole day traveling the stations and there are even tours available for people who wish to do just that. My advice, though, would be just to buy a ticket and hop on and off at different stations, while exploring different lines. The museum-like surrounding mixed with the crowds of characters can make for a great photography experience.

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Since there are so many stations, here are some of my favorites to check out:

  • Novoslobodskaya
  • Mayakovskaya
  • Elektrozavodskaya
  • Komsomolskaya
  • Ploschad Revolyutsii
  • Dostoyevskaya
  • Prospekt Mira

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2. Moscow is Big

It’s no secret that Moscow is a big city, but it can feel even bigger with how spread out much of it is. This is especially true if you compare it to cities outside of Asia. If I compared it to cities in Europe, I’d probably say only Istanbul would warrant more time to really discover the depths of this city. Most only explore around the Red Square and surrounding area, but that is such a small part of the city. Although, that central area does give you plenty to see on its own.

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Fortunately, I had a good friend living in the city to show me around, but it opened up my eyes even more to how much there is to discover in Moscow. It’s a big city with a variety of atmosphere that can take you from “east” to “west” and trendy to rugged depending on where you go. I’d imagine you’d have to live here a while to really know the city.

3. Cosmopolitan Mix of East meets West

Modern skyscrapers mixed with amazing architecture, a world-class metro system with museum-like beauty, trendy fashion and chic clubs, Moscow is a rich mix of Russian culture and history in a more western cosmopolitan package. There is a push to keep the Russian culture, while also pushing forward with a modern metropolis the whole world will envy. This comes with an impressive skyline, that continues to grow, and endless modernities, but with soviet nostalgia and atmosphere mixed in for good measure.

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Mixed in with this grand western cosmopolitan atmosphere, is a strong national pride in Russia. This includes their famous leader, Vladimir Putin. Maybe no other place will you see a country’s leader more often. All over, from the pricey tourist shops to the underground walkway stalls, you’ll find goods with Putin’s likeness covering them. From t-shirts to magnets to Matryoshka dolls. There’s a strong national pride that can be seen around the city, which also extends to their leader. Moscow is many things. It’s East meets West, modernizations meets Soviet era, and a whole lot more.

What To Do For a Street Photography Break?:

Eat at a stolovaya.

Stolovayas are Russian cafeterias that became popular in the Soviet days. You grab a tray and walk down the line of freshly prepared local dishes, and select whatever you want from the chefs. They’re usually inexpensive and a much better value than restaurants, while giving you the opportunity to try from a wide selection of everyday Russian food. They’re also very tasty. I always include some borsch on my tray and go from there. The places themselves are all over Moscow and usually come with Soviet-era aesthetics to complete the experience.

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Street Safety Score: 7

*As always, no place is completely safe! So when I talk about safety, I’m speaking in general comparison to other places. Always take precaution, be smart, observe your surroundings and trust your instincts anywhere you go!

Being the 2nd largest city in Europe with over 12 million people, you’re going to have your dangerous areas, but for the most part, it feels safe walking around. Russia is statistically higher in crime compared to most of Europe, but this generally doesn’t apply to tourists and visitors. Around the Red Square and surrounding city center, you should feel completely safe walking around. Pick pocketing can happen, but no more than other touristic places. I always explore Moscow freely without coming across too much to worry about. It’s a spread out city, though, so of course it matters where you are. Just use basic street smarts, know where you are and Moscow shouldn’t give you a problem. 

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People’s Reaction Score: 7

Moscow is fast paced, big city life, which usually means people aren’t too concerned with you, or your camera. I don’t find people notice or pay much attention to me when I’m out taking photos in Moscow. For the most part, people just go about their day. You shouldn’t get too many looks or concern. But it can depend on the area you are in. The more you stick out, the more you might get noticed with suspicions. I’ve never had any problems in Moscow, or Russia, but just be careful who you’re taking a photo of if you get out of the city center. Other than that, it’s about average for reactions. 

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Street Tips:

Learn the alphabet .

Much of Moscow, including the metro system, doesn’t use english. The Russian alphabet uses letters from the Cyrillic script, which if you aren’t familiar with it and don’t know the sounds, can be hard to decipher the words. This is most important for street names and metro stops when trying to get around. It can save confusion and make it easier getting around if you learn the basic alphabet. At the very least then, you can sound out the words to see which are similar in the english conversion, which can help matching them to maps. When out shooting street photography, getting around is as important as anything. So save yourself some time and frustration by learning the Russian Alphabet.

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Use the metro

While Saint-Petersburg feels very walkable for a city its size, Moscow can feel very spread out, even for its bigger size. Outside of the Red Square area, you can have plenty of walking before getting anywhere very interesting, so you’ll need to take the metro a lot if you really want to explore the city. Maps are deceiving here too, it will always be further than it looks.

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Another reason it’s less walkable than Saint-Petersburg is its completely different set-up. Moscow’s streets are mostly contstructed in rings with narrow, winding streets in-between. This is common with medieval city cities that used to be confined by walls, but you usually don’t have it in a city this massive. Saint-Petersburg has a more grid-like pattern that also uses the canals to help you know your way around. When it comes to navigating on foot in Moscow, it can be more difficult, so bring a map and take the metro when needed. It’s why Moscow’s metro carries more passengers per day than the London and Paris subways combined.

Explore other areas if you have time

Moscow is really big. While most people stay around the Red Square within the Boulevard Ring, there’s so much more to the city. I covered some other spots outside of this circle, but if you really want to see the city, you’ll need time. If you do have time, some other areas I’d check out first are Zamoskvarechye, along some of the south and western Moscow.

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Inspiration:

For some more inspiration, you can look through the Street Photography of Moscow photographer Artem Zhitenev  and check out 33 of my photos taken in Moscow .

Conclusion:

Moscow’s name brings a certain mystique, but once you’re there it might bring a different atmosphere than you expect. It’s big and sprawling, but beautiful in many ways. It can feel like a European capital on a grand scale, but you can definitely find its Russian side in there.

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The urban sprawl of Moscow can be intimidating, but give it enough time and you’ll be rewarded with plenty to discover. All with the world’s best metro system to take you around.

I hope this guide can help you start to experience some of what Moscow contains. So grab your camera and capture all that Moscow has to offer for Street Photography!

If you still have any questions about shooting in Moscow, feel free to comment below or email me!

(I want to make these guides as valuable as possible for all of you so add any ideas on improvements, including addition requests, in the comment section!)

Click Here For More City Street Guides!

(A New Guide Posted Every Other Wednesday)

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Home » Europe » Moscow

EPIC MOSCOW Itinerary! (2024)

Moscow is the heart of Mother Russia. Just the mention of this city conjures images of colorful bulbous pointed domes, crisp temperatures, and a uniquely original spirit!

Moscow has an incredibly turbulent history, a seemingly resilient culture, and a unique enchantment that pulls countless tourists to the city each year! Although the warmer months make exploring Moscow’s attractions more favorable, there’s just something about a fresh snowfall that only enhances the appearance of the city’s iconic sites!

If you’re a first-time visitor to Moscow, or simply wanting to see as much of the city as possible, this Moscow itinerary will help you do just that!

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Best Time To Visit Moscow

Where to stay in moscow, moscow itinerary, day 1 itinerary in moscow, day 2 itinerary in moscow, day 3 and beyond, staying safe in moscow, day trips from moscow, faq on moscow itinerary.

Here is a quick look at the seasons so you can decide when to visit Moscow!

The summer months (June-August) are a great time to travel to Moscow to take advantage of the enjoyable mild temperatures. This is considered peak travel season. Bear in mind that hotel prices rise along with the temperatures!

when to visit moscow

If you’re planning a trip to Moscow during fall (September-November) try to plan for early fall. This way the temperatures will still be pleasant and winter won’t be threatening.

Russian winters (December-February) are not for the faint of heart as Napoleon learned to his peril. Some days the sun will be out for less than an hour, and snow is guaranteed. Although winters are exceptionally cold, this is when you’ll get a true glimpse of the Moscow experience!

The best time to visit Moscow is during spring  (March-May). The temperatures will begin to creep up and the sun begins to shine for significant portions of the day. Hotel rates will also have yet to skyrocket into peak ranges!

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With a Moscow City Pass , you can experience the best of Moscow at the CHEAPEST prices. Discounts, attractions, tickets, and even public transport are all standards in any good city pass – be sure invest now and save them $$$ when you arrive!

Moscow is a large city with many accommodation options to choose from. Staying in a location that fits with your travel plans will only enhance your Moscow itinerary. Here is a brief introduction to a few great areas of the city we recommend checking out!

The best place to stay in Moscow to be close to all the action is Kitay-Gorod. This charming neighborhood will put you within walking distance to Moscow’s famous Red Square, thus cutting down on travel time. This will allow you to see more of the city in a shorter amount of time!

where to stay in moscow

It’s surrounded by restaurants, cafes, bars, and shops. If you’re a first-time visitor to Moscow, or just planning a quick weekend in Moscow, then this area is perfect for you!

Another great area to consider is the Zamoskvorechye district. This area of the city offers a blend of new and old Moscow. It has an artsy vibe and there are plenty of fun sites you can explore outside of the main touristy areas of Moscow.

Of course, as in all areas of Moscow, it’s close to public transportation that will quickly connect you with the rest of the city and make your Moscow itinerary super accessible!

Best Airbnb in Moscow – Exclusive Apartment in Old Moscow

Exclusive Apartment in Old Moscow

Modern and cozy, this apartment is in the heart of Old Moscow. Bordering the Basmanny and Kitay-Gorod districts, this two-bedroom flat is walking distance to the Kremlin and Red Square. Safe, quiet, and comfortable, this is the best Airbnb in Moscow, no question!

Best Budget Hotel in Moscow – Izmailovo Alfa Hotel

moscow itinerary

The Izmailovo Alfa Hotel is a very highly rated accommodation that provides all the components necessary for a comfortable trip to Moscow. There is an on-site restaurant, bar, fitness center, and an airport shuttle service. The rooms are modern and spacious and are equipped with a TV, heating/air conditioning, minibar, and more!

Best Luxury Hotel in Moscow – Crowne Plaza Moscow World Trade Centre

moscow itinerary

If you’re touring Moscow in luxury, the Crowne Plaza Moscow World Trade Centre is the hotel for you! Elegantly furnished rooms are equipped with a minibar, flat-screen TV,  in-room safes, as well as tea and coffee making facilities! Bathrooms come with bathrobes, slippers, and free toiletries. There is also an onsite restaurant, bar, and fitness center.

Best Hostel in Moscow – Godzillas Hostel

moscow itinerary

Godzillas Hostel is located in the center of Moscow, just a short walk from all the major tourist attractions and the metro station. Guests will enjoy all the usual hostel perks such as self-catering facilities, 24-hour reception, Free Wi-Fi, and security lockers. This is one of the best hostels in Moscow and its wonderful social atmosphere and will make your vacation in Moscow extra special!

Godzillas Hostel is one of our favourites in Moscow but they’re not taking guests right now. We’re not sure if they’re closed for good but we hope they’ll come back soon.

An important aspect of planning any trip is figuring out the transportation situation. You’re probably wondering how you’re going to get to all of your Moscow points of interest right? Luckily, this sprawling city has an excellent network of public transportation that will make traveling a breeze!

The underground metro system is the quickest and most efficient way to travel around Moscow. Most visitors rely exclusively on this super-efficient transportation system, which allows you to get to pretty much anywhere in the city! It’s also a great option if you’re planning a Moscow itinerary during the colder months, as you’ll be sheltered from the snow and freezing temperatures!

moscow itinerary

If you prefer above-ground transportation, buses, trams, and trolleybuses, run throughout the city and provide a rather comfortable alternative to the metro.

Moscow’s metro, buses, trams, and trolleybuses are all accessible with a ‘Troika’ card. This card can be topped up with any sum of money at a metro cash desk. The ticket is simple, convenient, and even refundable upon return to a cashier!

No matter which method you choose, you’ll never find yourself without an easy means of getting from point A to point B!

Red Square | Moscow Kremlin | Lenin’s Mausoleum | St. Basil’s Cathedral  | GUM Department Store

Spend the first day of your itinerary taking your own self guided Moscow walking tour around the historic Red Square! This is Moscow’s compact city center and every stop on this list is within easy walking distance to the next! Get ready to see all of the top Moscow landmarks!

Day 1 / Stop 1 – The Red Square

  • Why it’s awesome: The Red Square is the most recognizable area in Moscow, it has mesmerizing architecture and centuries worth of history attached to its name.
  • Cost: Free to walk around, individual attractions in the square have separate fees. 
  • Food nearby: Check out Bar BQ Cafe for friendly service and good food in a great location! The atmosphere is upbeat and they’re open 24/7!

The Red Square is Moscow’s historic fortress and the center of the Russian government. The origins of the square date back to the late 15th century, when Ivan the Great decided to expand the Kremlin to reflect Moscow’s growing power and prestige!

During the 20th century, the square became famous as the site for demonstrations designed to showcase Soviet strength. Visiting the Red Square today, you’ll find it teeming with tourists, who come to witness its magical architecture up close!

The Red Square

The square is the picture postcard of Russian tourism, so make sure to bring your camera when you visit! No matter the season, or the time of day, it’s delightfully photogenic! 

It’s also home to some of Russia’s most distinguishing and important landmarks, which we’ve made sure to include further down in this itinerary. It’s an important center of Russia’s cultural life and one of the top places to visit in Moscow!

In 1990, UNESCO designated Russia’s Red Square as a World Heritage site. Visiting this historic site is a true bucket-list event and essential addition to your itinerary for Moscow!

Day 1 / Stop 2 – The Moscow Kremlin

  • Why it’s awesome: The Moscow Kremlin complex includes several palaces and cathedrals and is surrounded by the Kremlin wall. It also houses the principal museum of Russia (the Kremlin Armory).
  • Cost: USD $15.00
  • Food nearby: Bosco Cafe is a charming place to grat a casual bite to eat. They have excellent coffee and wonderful views of the Red Square and the Moscow Kremlin!

The iconic Moscow Kremlin , also known as the Kremlin museum complex, sits on Borovitsky Hill, rising above the Moscow River. It is a fortified complex in the center of the city, overlooking several iconic buildings in the Red Square!

It’s the best known of the Russian Kremlins – citadels or fortress’ protecting and dominating a city. During the early decades of the Soviet era, the Kremlin was a private enclave where the state’s governing elite lived and worked.

The Kremlin is outlined by an irregularly shaped triangular wall that encloses an area of 68 acres! The existing walls and towers were built from 1485 to 1495. Inside the Kremlin museum complex, there are five palaces, four cathedrals, and the enclosing Kremlin Wall with Kremlin towers.

The Armoury Chamber is a part of the Grand Kremlin Palace’s complex and is one of the oldest museums of Moscow, established in 1851. It showcases Russian history and displays many cherished relics. Definitely make sure to check out this museum while you’re here!

The Moscow Kremlin

The churches inside the Moscow Kremlin are the Cathedral of the Dormition, Church of the Archangel, Church of the Annunciation, and the bell tower of Ivan Veliki (a church tower).

The five-domed Cathedral of the Dormition is considered the most famous. It was built from 1475–1479 by an Italian architect and has served as a wedding and coronation place for great princes, tsars, and emperors of Russia. Church services are given in the Kremlin’s numerous cathedrals on a regular basis.

The Grand Kremlin Palace was the former Tsar’s Moscow residence and today it serves as the official workplace of the President of the Russian Federation (Vladimir Putin seems to have bagged that title for life) .

Insider Tip: The Kremlin is closed every Thursday! Make sure to plan this stop on your Moscow itinerary for any other day of the week!

Day 1 / Stop 3 – Lenin’s Mausoleum

  • Why it’s awesome: The mausoleum displays the preserved body of Soviet leader Vladimir Lenin .
  • Cost: Free!
  • Food nearby: Khinkal’naya is a charming Georgian restaurant with vaulted ceilings and exposed brick. It’s a popular place with locals and right next to the Red Square!

Lenin’s Mausoleum, also known as Lenin’s Tomb, is the modernist mausoleum for the revolutionary leader Vladimir Lenin. It’s located within the Red Square and serves as the resting place for the Soviet leader! His preserved body has been on public display since shortly after his death in 1924.

It’s located just a few steps away from the Kremlin Wall and is one of the most controversial yet popular Moscow attractions!

Admission is free for everyone, you’ll only need to pay if you need to check a bag. Before visitors are allowed to enter the mausoleum, they have to go through a metal detector first. No metal objects, liquids, or large bags are allowed in the mausoleum!

Lenins Mausoleum

Expect a line to enter the building, and while you’re inside the building, you’ll be constantly moving in line with other visitors. This means you won’t be able to spend as long as you’d like viewing the mausoleum, but you’ll still be able to get a good look. Pictures and filming while inside the building are strictly prohibited, and security guards will stop you if they see you breaking this rule.

The mausoleum is only open on Tuesday, Wednesday, Thursday, and Saturday – unless it’s a public holiday or a day scheduled for maintenance. The hours it’s open for each day are limited, make sure to check online before you visit to make sure you can fit this into your Moscow itinerary for that day!

Insider Tip: The Lenin’s Museum is there for people to pay their respect; remember to keep silent and move along quickly, it’s not intended for people to congregate around. Also, men are not allowed to wear hats and everyone must take their hands out of their pockets when inside the building.

Day 1 / Stop 4 – St. Basil’s Cathedral

  • Why it’s awesome: A dazzling designed cathedral that showcases Russia’s unique architecture. This cathedral is one of the most recognizable symbols of the country!
  • Cost: USD $8.00
  • Food nearby: Moskovskiy Chaynyy Klub is a cozy cafe serving food items and pipping hot tea; it’s the perfect place to go if you’re visiting Moscow during the winter months!

Located in the Red Square, the ornate 16th-century St. Basil’s Cathedral is probably the building you picture when you think of Moscow’s unique architecture. Its colorful onion-shaped domes tower over the Moscow skyline!

The cathedral was built from 1555-1561 by order of Tsar Ivan the Terrible. It was designed with an iconic onion dome facade and enchanting colors that captivate all who see it. Fun fact: If you’re wondering why Russian churches have onion domes, they are popularly believed to symbolize burning candles!

This iconic cathedral has become a symbol of Russia due to its distinguishing architecture and prominent position inside the Red Square. It’s one of the most beautiful, wonderful, and mesmerizing historical cathedrals in the world!

St. Basils Cathedral

The interior of the church surprises most people when they visit. In contrast to the large exterior, the inside is not so much one large area, but rather a collection of smaller areas, with many corridors and small rooms. There are 9 small chapels and one mausoleum grouped around a central tower.

Visiting the inside is like walking through a maze, there are even small signs all around the cathedral tracing where to walk, and pointing you in the right direction! The walls are meticulously decorated and painted with intricate floral designs and religious themes.

The church rarely holds service and is instead a museum open for the public to visit.

Insider Tip: During the summer months the line to go inside the cathedral can get quite long! Make sure to arrive early or reserve your tickets online to guarantee quick access into the cathedral!

Day 1 / Stop 5 – GUM Department Store

  • Why it’s awesome: This is Russia’s most famous shopping mall! It’s designed with elegant and opulent architecture and provides a real sense of nostalgia!
  • Cost: Free to enter
  • Food nearby: Stolovaya 57 is a cafeteria-style restaurant with a variety of inexpensive Russian cuisine menu items including soups, salads, meat dishes, and desserts. It’s also located inside the GUM department store, making it very easily accessible when you’re shopping!

The enormous GUM Department Store is located within the historic Red Square. It has a whimsical enchantment to it that sets it apart from your typical department store.

A massive domed glass ceiling lines the top of the building and fills the interior with natural sunlight. There are live plants and flowers placed throughout the mall that give the shopping complex a lively and cheerful feel! A playful fountain sits in the center, further adding to the malls inviting a sense of wonder and amusement!

The GUM department store opened on December 2, 1893. Today, it includes local and luxury stores, including Fendi, Louis Vuitton, Prada, and many more! There are numerous cafes, restaurants, and even a movie theater inside!

GUM Department Store

For a special treat, head into Gastronom 1. This 1950s-style shop sells gourmet food items, like wine, freshly-baked pastries, cheese, Russian chocolate, and of course, vodka! Also, be on the lookout for a bicycle pedaling ice cream truck with an employing selling ice cream!

The ambiance is simply amazing, a trip to this idyllic shopping mall is an absolute must on any Moscow itinerary!

Insider Tip: Make sure to carry some small change on you in case you need to use the restroom, you’ll need to pay 50 rubles – or about USD $0.80 to use the bathroom in GUM.

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Novodevichy Convent | Gorky Park | State Tretyakov Gallery | All-Russian Exhibition Center | Bolshoi Theater

On your 2 day itinerary in Moscow, you’ll have a chance to use the city’s excellent public transportation service! You’ll explore a few more of Moscow’s historic highlight as well as some modern attractions. These sites are a little more spread out, but still very easily accessible thanks to the metro!

Day 2 / Stop 1 – Novodevichy Convent

  • Why it’s awesome: The Novodevichy Convent is rich in imperial Russian history and contains some of Russia’s best examples of classical architecture!
  • Cost: USD $5.00
  • Food nearby: Culinary Shop Karavaevs Brothers is a cozy and simple place to have a quick bite, they also have vegetarian options!

The Novodevichy Convent is the best-known and most popular cloister of Moscow. The convent complex is contained within high walls, and there are many attractions this site is known for! 

The six-pillared five-domed Smolensk Cathedral is the main attraction. It was built to resemble the Kremlin’s Assumption Cathedral and its facade boasts beautiful snowy white walls and a pristine golden onion dome as its centerpiece. It’s the oldest structure in the convent, built from 1524 -1525, and is situated in the center of the complex between the two entrance gates.

There are other churches inside the convent as well, all dating back from many centuries past. The convent is filled with an abundance of 16th and 17th-century religious artworks, including numerous large and extravagant frescos!

Novodevichy Convent

Just outside the convent’s grounds lies the Novodevichy Cemetery. Here, you can visit the graves of famous Russians, including esteemed authors, composers, and politicians. Probably the most intriguing gravestone belongs to Russian politician Nikita Khruschev!

The Novodevichy Convent is located near the Moscow River and offers a peaceful retreat from the busy city. In 2004, it was proclaimed a UNESCO World Heritage Site. The convent remains remarkably well-preserved and is an outstanding example of Moscow Baroque architecture! 

Insider Tip: To enter the cathedrals inside the complex, women are advised to cover their heads and shoulders, while men should wear long pants.

Day 2 / Stop 2 – Gorky Central Park of Culture and Leisure

  • Why it’s awesome: A large amusement area in the heart of the city offering many attractions!
  • Cost: Free! 
  • Food nearby: Check out Mepkato, located inside Gorky Central Park for a casual meal in a cozy setting. There are indoor and outdoor seating options and the restaurant is child-friendly!

Gorky Central Park of Culture and Leisure is a large green space in the heart of Moscow. The park opened in 1928, and it stretches along the scenic embankment of the Moskva River. It covers an area of 300-acres and offers a lovely contrast from the compact city center.

You’ll find all sorts of wonderful attractions, from boat rides to bike rentals to tennis courts and ping-pong tables, and much more! there are an open-air cinema and festive events and concerts scheduled in the summer months.  A wide selection of free fitness classes is also offered on a regular basis, including jogging, roller skating, and dancing!

Although many of the options you’ll find here are more suited for outdoor leisure during the summer, you’ll also a selection of winter attractions, including one of Europe’s largest ice rinks for ice-skating!

Gorky Central Park of Culture and Leisure

If you’re trying to decide what to do in Moscow with kids, the park also offers several venues designed specifically for kids. Check out the year-round Green School which offers hands-on classes in gardening and art! You can also feed the squirrels and birds at the Golitsinsky Ponds!

The park is very well maintained and kept clean and the entrance is free of charge, although most individual attractions cost money. There is also Wi-Fi available throughout the park.

With so many attractions, you could easily spend all day here! If you’re only planning a 2 day itinerary in Moscow, make sure to plan your time accordingly and map out all the areas you want to see beforehand!

Day 2 / Stop 3 – The State Tretyakov Gallery

  • Why it’s awesome: The gallery’s collection consists entirely of Russian art made by Russian artists!
  • Food nearby : Brothers Tretyakovs is located right across the street from the gallery. It’s a wonderfully atmospheric restaurant serving top quality food and drinks!

The State Tretyakov Gallery was founded in 1856 by influential merchant and collector Pavel Tretyakov.  The gallery is a national treasury of Russian fine art and one of the most important museums in Russia!

It houses the world’s best collection of Russian art and contains more than 130, 000 paintings, sculptures, and graphics! These works have been created throughout the centuries by generations of Russia’s most talented artists!

The State Tretyakov Gallery

The exhibits range from mysterious 12th-century images to politically charged canvases. The collection is rich and revealing and offers great insight into the history and attitudes of this long-suffering yet inspired people!

All pictures are also labeled in English. If you plan to take your time and see everything inside the museum it will take a good 3-4 hours, so make sure to plan your Moscow trip itinerary accordingly! This gallery is a must-see stop for art lovers, or anyone wanting to explore the local culture and history of Russia in a creative and insightful manner! 

Insider Tip: When planning your 2 days in Moscow itinerary, keep in mind that most museums in Moscow are closed on Mondays, this includes The State Tretyakov Gallery!

Day 2 / Stop 4 – All-Russian Exhibition Center

  • Why it’s awesome: This large exhibition center showcases the achievements of the Soviet Union in several different spheres. 
  • Food nearby: Varenichnaya No. 1 serves authentic and homestyle Russian cuisine in an intimate and casual setting.

The All-Russian Exhibition Center is a massive park that presents the glory of the Soviet era! It pays homage to the achievements of Soviet Russia with its many different sites found on the property.

The center was officially opened in 1939 to exhibit the achievements of the Soviet Union. It’s a huge complex of buildings and the largest exhibition center in Moscow. There are several exhibition halls dedicated to different achievements and every year there are more than one hundred and fifty specialized exhibitions!

All Russian Exhibition Center

The Peoples Friendship Fountain was constructed in 1954 and is a highlight of the park. The stunning gold fountain features 16 gilded statues of girls, each representing the former Soviet Union republics. 

The Stone Flower Fountain was also built in 1954 and is worth checking out. The centerpiece of this large fountain is a flower carved from stones from the Ural Mountains! Along the side of the fountain are various bronze sculptures.

You will find many people zipping around on rollerblades and bicycles across the large area that the venue covers. It’s also home to amusement rides and carousels, making it the perfect place to stop with kids on your Moscow itinerary! Make sure to wear comfortable shoes and allow a few hours to explore all the areas that interest you!

Day 2 / Stop 5 – Bolshoi Theater

  • Why it’s awesome: The Bolshoi Theater is a historic venue that hosts world-class ballet and opera performances!
  • Cost: Prices vary largely between USD $2.00 –  USD $228.00 based on seat location.
  • Food nearby: Head to the Russian restaurant, Bolshoi for high-quality food and drinks and excellent service!

The Bolshoi Theater is among the oldest and most renowned ballet and opera companies in the world! It also boasts the world’s biggest ballet company, with more than 200 dancers!

The theater has been rebuilt and renovated several times during its long history. In 2011 it finished its most recent renovation after an extensive six-year restoration that started in 2005. The renovation included an improvement in acoustics and the restoration of the original Imperial decor.

The Bolshoi Theater has put on many of the world’s most famous ballet acts! Tchaikovsky’s ballet Swan Lake premiered at the theater in 1877 and other notable performances of the Bolshoi repertoire include Tchaikovsky’s The Sleeping Beauty and The Nutcracker!

Bolshoi Theater

Today, when you visit the theater, you can expect a magical performance from skilled singers, dancers, and musicians with the highest level of technique!

If you don’t have time to see a show, the theater also provides guided tours on select days of the week. Tours are given in both Russian and English and will provide visitors with a more intimate look at the different areas of the theater!

The stage of this iconic Russian theater has seen many outstanding performances. If you’re a fan of the performing arts, the Bolshoi Theater is one of the greatest and oldest ballet and opera companies in the world, making it a must-see attraction on your Moscow itinerary!

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Godzillas Hostel is located in the center of Moscow, just a short walk from all the major tourist attractions and the metro station.

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Cosmonautics Museum | Alexander Garden | Ostankino Tower | Izmaylovo District | Soviet Arcade Museum

Now that we’ve covered what to do in Moscow in 2 days, if you’re able to spend more time in the city you’re going to need more attractions to fill your time. Here are a few more really cool things to do in Moscow we recommend!

Memorial Museum of Cosmonautics

  • Hear the timeline of the ‘space race’ from the Russian perspective
  • This museum is fun for both adults and children!
  • Admission is USD $4.00

The Memorial Museum of Cosmonautics is a museum dedicated to space exploration! The museum explores the history of flight, astronomy, space exploration, space technology, and space in the arts. It houses a large assortment of Soviet and Russian space-related exhibits, and the museum’s collection holds approximately 85,000 different items!

Memorial Museum of Cosmonautics

The museum does an excellent job of telling the full story of the exciting space race between the USSR and the US! It highlights the brightest moments in Russian history and humanity and is very interesting and fun for all ages!

If you’re a fan of space or just curious about gaining insight into Russia’s fascinating history of space exploration, make sure to add this to your 3 day itinerary in Moscow!

The Alexander Garden

  • A tranquil place to relax near the Red Square
  • Green lawns dotted with sculptures and lovely water features
  • The park is open every day and has no entrance fee

The Alexander Garden was one of the first urban public parks in Moscow! The garden premiered in 1821 and was built to celebrate Russia’s victory over Napoleon’s forces in 1812!

The park is beautiful and well maintained with paths to walk on and benches to rest on. The park contains three separate gardens: the upper garden, middle garden, and lower garden.

The Alexander Garden

Located in the upper garden, towards the main entrance to the park is the Tomb of the Unknown Soldier with its eternal flame. This monument was created in 1967 and contains the body of a soldier who fell during the Great Patriotic War!

The park stretches along all the length of the western Kremlin wall for about half a mile. Due to its central location in the city, it’ll be easily accessible when you’re out exploring The Red Square.

It provides a bit of relief from the city’s high-energy city streets. Bring a picnic lunch, go for a walk, or just sit and people watch, this is one of the best Moscow sites to wind-down and relax!

Ostankino Television Tower

  • Television and radio tower in Moscow
  • Currently the tallest free-standing structure in Europe
  • Make sure you bring your passport when you visit, you can’t go up without it!

For spectacular views of the city, make sure to add the Ostankino Television Tower to your itinerary for Moscow! This impressive free-standing structure provides stunning views of the city in every direction. The glass floor at the top also provides great alternative views of the city!

Ostankino Television Tower

It takes just 58 seconds for visitors to reach the Tower’s observation deck by super fast elevator. The tower is open every day for long hours and is a great site in Moscow to check out! There is even a restaurant at the top where you can enjoy rotating views of the city while you dine on traditional Russian cuisine or European cuisine!

The tower is somewhat of an architectural surprise in a city that is not known for skyscrapers! To see the city from a new perspective, make sure to add this stop to your Moscow itinerary!

Izmaylovo District

  • The most popular attractions in this district are the kremlin and the flea market
  • Outside of the city center and easy to reach via metro
  • Most popular during the summer and on weekends

Travel outside the city center and discover a unique area of the city! The Izmaylovo District is a popular destination for locals and tourists alike, and one of the coolest places to see in Moscow! The two main attractions we recommend checking out are the Kremlin and the flea market.

The Izmailovo Kremlin was established as a cultural center and molded after traditional Russian architecture. This colorful complex is home to several single-subject museums, including a Russian folk art museum and a vodka museum!

Izmaylovo District

Next to the Kremlin is the Izmailovo open-air market, which dates back to the 17th century! The market is connected to the Izmailovo Kremlin by a wooden bridge. Pick up all your Russian souvenirs here, including traditional handicrafts, paintings, books, retro toys, and Soviet memorabilia!

You will find many hand-made and hand-painted options available at higher prices, as well as mass-produced souvenir options at lower prices!

Museum of Soviet Arcade Games

  • Closed on Mondays
  • Filled with old arcade games that visitors get to try out!
  • The museum also includes a small cafe and burger shop

For something a little different, check out the Museum of Soviet Arcade Games! The museum features roughly 60 machines from the Soviet era, including video games, pinball machines, and collaborative hockey foosball! The machines inside the museum were produced in the USSR in the mid-1970s.

Museum of Soviet Arcade Games

The best part is, most of the games are still playable! Purchase tickets and try the games out for yourself! The museum also has a neat little screening room that plays old Soviet cartoons and an area with Soviet magazines! This unique attraction is a fun addition to a 3 day itinerary in Moscow, and an attraction that all ages will enjoy! 

Whether you’re spending one day in Moscow, or more, safety is an important thing to keep in mind when traveling to a big city! Overall, Moscow is a very safe place to visit. However, it is always recommended that tourists take certain precautions when traveling to a new destination!

The police in Moscow is extremely effective at making the city a safe place to visit and do their best to patrol all of the top Moscow, Russia tourist attractions. However, tourists can still be a target for pickpockets and scammers.

Moscow has a huge flow of tourists, therefore there is a risk for pickpocketing. Simple precautions will help eliminate your chances of being robbed. Stay vigilant, keep your items close to you at all times, and don’t flash your valuables!

If you’re planning a solo Moscow itinerary, you should have no need to worry, as the city is also considered safe for solo travelers, even women. Stay in the populated areas, try and not travel alone late at night, and never accept rides from strangers or taxis without a meter and correct signage.

The threat of natural disasters in Moscow is low, with the exception of severe winters when the temperature can dip below freezing! Bring a good, warm jacket if you visit in Winter.

However, please note that Russian views on homsexuality are far less accepting than those in Western Europe. Likewise, Non-Caucasian travellers may sadly encounter racism in Russia .

Don’t Forget Your Travel Insurance for Moscow

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Now that we’ve covered all the top things to see in Moscow, we thought we’d include some exciting day trips to other areas of the country!

Sergiev Posad (Golden Ring)

Sergiev Posad Golden Ring

On this 7-hour guided tour, you’ll visit several scenic and historic areas of Russia. Start your day with hotel pick-up as you’re transferred by a comfortable car or minivan to Sergiev Posad. Admire the charming Russian countryside on your drive and enjoy a quick stop to visit the Russian village, Rudonezh!

You’ll see the majestic Saint Spring and the Church of Sergiev Radonezh. You’ll also visit the UNESCO World Heritage Site, Trinity Lavra of St. Sergius, one of the most famous Orthodox sites in Russia!

Lastly, you’ll swing by the local Matreshka market and enjoy a break in a nice Russian restaurant before returning to Moscow!

Day Trip to Vladimir and Suzdal

Day Trip to Vladimir and Suzdal

On this 13-hour trip, you’ll discover old Russia, with its picturesque landscapes and white-stoned beautiful churches! You’ll visit the main towns of the famous Golden Ring of Russia – the name for several cities and smaller towns north-east of Moscow.

Your first stop will be in the town of Vladimir, the ancient capital of all Russian principalities. The city dates back to the 11th century and is one of the oldest and the most important towns along the Ring! Next, you’ll visit Suzdal, a calm ancient Russian town north of Vladimir with only 13,000 inhabitants!

The old-style architecture and buildings of Suzdal are kept wonderfully intact. If you’re spending three days in Moscow, or more, this is a great option for exploring the charming areas outside the city!

Zvenigorod Day Trip and Russian Countryside

Zvenigorod Day Trip and Russian Countryside

On this 9-hour private tour, you’ll explore the ancient town of Zvenigorod, one of the oldest towns in the Moscow region! As you leave Moscow you’ll enjoy the stunning scenery along the Moscow River, and make a few stops at old churches along the way to Zvenigorod.

Upon arrival, you’ll explore the medieval center, including the 14th-century Savvino-Storozhevsky Monastery. Next, you’ll take a break for lunch (own expense) where you’ll have the chance to try out the Russian cuisine! Next, you’ll visit the Museum of Russian Dessert and sip on tea at a Russian tea ceremony.

The final stop of the day is at the Ershovo Estate, a gorgeous place to walk around and enjoy nature!

Day Trip to St Petersburg by Train visiting Hermitage & Faberge

Day Trip to St Petersburg by Train visiting Hermitage and Faberge

On this full-day tour, you’ll enjoy a a full round trip to St Petersburg where you’ll spend an exciting day exploring another popular Russian city! You’ll be picked up from your hotel in Moscow and be transferred to the train station where you’ll ride the high-speed train ‘Sapsan’ to St Petersburg.

Upon arrival, you’ll start the day by touring the Hermitage Museum and the Winter Palace. Next, you’ll visit the Faberge Museum, where you’ll explore the impressive collection of rare Faberge Eggs! In the afternoon, enjoy a sightseeing boat ride and a traditional 3-course Russian lunch.

If you’re spending 3 days in Moscow, or more, this is an excellent trip to take!

Trip to Kolomna – Authentic Cultural Experience from Moscow

Trip to Kolomna - Authentic Cultural Experience from Moscow

On this 10-hour tour, you’ll escape the city and travel to the historic town of Kolomna! First, you’ll visit the 14th-century Kolomna Kremlin, home to the Assumption Cathedral and an abundance of museums!

Next, enjoy lunch at a local cafe (own expense) before embarking on a tour of the Marshmallow Museum – of course, a marshmallow tasting is provided!  Your final stop is the Museum of Forging Settlements, where displays include armor and accessories for fishing and hunting.

Discover this beautiful Russian fairytale city on a private trip, where all of the planning is taken care of for you!

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Find out what people want to know when planning their Moscow itinerary.

How many days you need in Moscow?

We recommend that you spend at least two or three days in Moscow to take it all in.

What’s the best month to visit Moscow?

The best time to visit Moscow is over the spring, from March to May as temperatures are mild, crowds are thin and prices are reasonable.

What are some unusual things to do in Moscow?

I mean, queuing up to see an almost 100 year old corpse is pretty unsual! Check out Lenin’s Mausoleum if you fancy it!

What are some fun things to do in Moscow?

The Memorial Museum of Cosmonautics is a fun place to explore the famous space race from the perspective of the ‘other side’!

We hope you enjoyed our Moscow itinerary! We’ve made sure to cover all the Moscow must-sees as well as some unique attractions in the city! Our addition of insider tips, favorite food stops, and day trips from Moscow is an added bonus and will guarantee you make the most out of your exciting Russian vacation!

Immerse yourself in the modern and traditional Russian lifestyle! Get lost in museums, witness awe-inspiring architecture, and indulge in Russian cuisine! Spend the day strolling through all of the charming sites of Moscow, admiring the beautiful scenery and discovering the city’s fairytale-like enchantment!

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And for transparency’s sake, please know that some of the links in our content are affiliate links . That means that if you book your accommodation, buy your gear, or sort your insurance through our link, we earn a small commission (at no extra cost to you). That said, we only link to the gear we trust and never recommend services we don’t believe are up to scratch. Again, thank you!

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Moscow City Shooting Sport Club

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  • Park Pobedy • 6 min walk

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Moscow City Shooting Sport Club - All You Need to Know BEFORE You Go (2024) - Tripadvisor

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The Blackbird, also called the Black Stone Violin, is a full-size playable violin made of black diabase after drawings by Antonio Stradivari (Stradivarius), but with technical modifications to allow it to be played.

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  5. PATHFINDER 2ND EDITION BEGINNER'S GUIDE: WEAPONS! (Feat. Basics4gamers)

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  6. Pathfinder's Rune of the Day: Merciful Weapon Property Rune #pathfinder #pathfinder2e #paizo

COMMENTS

  1. Weapons

    Improved Damage (1 DP): Increase the weapon's damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons.

  2. Trip and Trip Weapons, Must they Go Together? (Looking for ...

    To clarify, I'm wondering if you need to have a weapon with the trip quality in order to use the trip action with a weapon, and if, when you don't have trip weapons, do you automatically trip unarmed? ... Pathfinder-Trip. You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size ...

  3. Is a Trip Weapon Required to Trip?

    Here is the description of the Trip special weapon quality: "Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped." - PRPG Core Rulebook, p. 145. My reading tells me two things about weapons with the Trip quality: 1. Trip weapons allow you to make ...

  4. Rules

    18-20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative -2 penalty for each full range increment (or fraction thereof ) of distance to the target.

  5. Combat

    For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon ...

  6. A Guide for

    A Guide for Trip Builds in Pathfinder . ... I will limit my review to weapons with the 'Trip' quality. Weapons that reach AND trip are going to be the most beneficial as this will give you more opportunities to attack and trip opponents when it's NOT your turn. Of less importance but still relevant are those weapons with high damage ...

  7. paizo.com

    Community Use. Guidelines. Community / Paizo Blog. Combat Maneuvers and Weapon Special Features. Tuesday, September 27, 2011. Page 199 of the Pathfinder RPG Core Rulebook says, "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack ...

  8. Trip Weapon Question : r/Pathfinder_RPG

    Not quite - a weapon with the trip quality allows you to drop the weapon instead of being tripped yourself during the trip attempt if you fail by 10 or more. ... Pathfinder monks aren't weak! I try to demonstrate the incredible diversity and power of Pathfinder 2e monks in this combat demonstration! We have a drunken master, crane monk, weapon ...

  9. Weapons

    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. Masterwork Weapons. A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

  10. Trip

    Trip Legacy Content Source Core Rulebook pg. 283 4.0 You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects ...

  11. High-Quality Weapons and Armor

    High-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables 4-12 and 4-13). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table 4-14 and Table 4-15.

  12. How do I effectively use monk weapons in Pathfinder?

    6. I can think of a few reasons to use weapons: At low levels, monk weapons are cheaper to enhance. For one example, you can buy silvered or cold iron monk weapons for a cheaper cost than Greater Magic Fang. This increases your damage against creatures that are affected by silvered or cold iron weapons.

  13. Weapon Trick

    Close Sweep (Improved Bull Rush, Improved Reposition, or Improved Trip): You can attempt a bull rush, reposition APG, or trip combat maneuver check (one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality. Haft Bash (Weapon Focus): You can accept a -2 penalty on attack ...

  14. Magic Weapons

    Magic Weapons. A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their ...

  15. Trip

    Trip Information. You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone.If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying ...

  16. Making a trip attack with a weapon (question) : r/Pathfinder2e

    An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class. Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip.

  17. Hobgoblin Phalanx Troop

    The troop's troop attack gains the trip weapon quality. Volley (Ex) A hobgoblin phalanx troop can fire a volley of arrows as a standard action. This attack takes the form of up to four lines with a range of 100 feet. These lines can start from the corner of any square in the troop's space. Each creature in any of these lines takes 4d6 ...

  18. Category:Trip weapons

    Pathfinder RPG Products. Accessories; Adventures; Sourcebooks; Related Works. Card Game; Comics; ... Pages in category "Trip weapons" The following 6 pages are in this category, out of 6 total. C. Crook (weapon) ... Weapons by trait; This page was last edited on 21 November 2020, at 20:52. This website uses trademarks and/or copyrights owned by ...

  19. City Street Guides by f.d. walker:

    *A series of guides on shooting Street Photography in cities around the world. Find the best spots to shoot, things to capture, street walks, street tips, safety concerns, and more for cities around the world. I have personally researched, explored and shot Street Photography in every city that I create a guide for. So you can be […]

  20. EPIC MOSCOW Itinerary! (2024 Guide)

    EPIC MOSCOW Itinerary! (2024) Moscow is the heart of Mother Russia. Just the mention of this city conjures images of colorful bulbous pointed domes, crisp temperatures, and a uniquely original spirit! Moscow has an incredibly turbulent history, a seemingly resilient culture, and a unique enchantment that pulls countless tourists to the city ...

  21. Tank driving and shooting

    Stop wasting your time in a stuffy office. Go for a tank driving and shooting tour! Fight your enemies with the most powerful Russian and Soviet weapons. You can select from a variety of legendary military vehicles (T-62, T-80, BMP-1, BRDM, and BTR-80). Put on a military camouflage and shoot a tank gun or any of more than 10 available firearms.

  22. Moscow City Shooting Sport Club

    Moscow City Shooting Sport Club, Moscow: See 28 reviews, articles, and 37 photos of Moscow City Shooting Sport Club, ranked No.4,932 on Tripadvisor among 4,932 attractions in Moscow.

  23. Ranged Trip

    Ranged Trip Legacy Content Source Advanced Player's Guide pg. 269 2.0 This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check.