<?xml version="1.0" encoding="UTF-8" standalone="no"?><!DOCTYPE equipment PUBLIC "http://www.d20CharacterSheet.com/xml/v1/d20cs_equipment.dtd" "file:/src/com/android/ash/dnd/framework/boc/service/exportimport/d20cs_equipment.dtd">
<equipment gamesystem="Dungeons &amp; Dragons v.3.5" version="1"><weapons><weapon><name>Kama +3</name><cost>18302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kama +4</name><cost>32302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kama +5</name><cost>50302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku +3</name><cost>18302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku +4</name><cost>32302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku +5</name><cost>50302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sai +3</name><cost>18301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn''t a light weapon for you. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Sai</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Sai +4</name><cost>32301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn''t a light weapon for you. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Sai</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Sai +5</name><cost>50301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn''t a light weapon for you. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Sai</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Siangham +3</name><cost>18303.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Siangham +4</name><cost>32303.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Siangham +5</name><cost>50303.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard +3</name><cost>18335.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A bastard sword is too large to use in one hand without special training, thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard +4</name><cost>32335.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A bastard sword is too large to use in one hand without special training, thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard +5</name><cost>50335.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A bastard sword is too large to use in one hand without special training, thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven +3</name><cost>18330.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A dwarven waraxe is too large to use in one hand without special training, thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>3</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven +4</name><cost>32330.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A dwarven waraxe is too large to use in one hand without special training, thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>4</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven +5</name><cost>50330.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A dwarven waraxe is too large to use in one hand without special training, thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>5</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip +3</name><cost>18301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A whip deals nonlethal damage. It 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 15-foot reach, though you don''t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn''t a light weapon for you.
</description><type>EXOTIC</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>3</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip +4</name><cost>32301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A whip deals nonlethal damage. It 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 15-foot reach, though you don''t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn''t a light weapon for you.
</description><type>EXOTIC</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>4</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip +5</name><cost>50301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A whip deals nonlethal damage. It 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 15-foot reach, though you don''t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn''t a light weapon for you.
</description><type>EXOTIC</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>5</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double +3</name><cost>18660.0</cost><weight>15.0</weight><quality>MAGIC</quality><description>An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>3</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double +4</name><cost>32660.0</cost><weight>15.0</weight><quality>MAGIC</quality><description>An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>4</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double +5</name><cost>50660.0</cost><weight>15.0</weight><quality>MAGIC</quality><description>An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>5</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, piked +3</name><cost>18325.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn''t a light weapon for you.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>3</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, piked +4</name><cost>32325.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn''t a light weapon for you.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>4</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, piked +5</name><cost>50325.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn''t a light weapon for you.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>5</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire +3</name><cost>18690.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can''t use it as a double weapon -  only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>3</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire +4</name><cost>32690.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can''t use it as a double weapon -  only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>4</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire +5</name><cost>50690.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can''t use it as a double weapon -  only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>5</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked +3</name><cost>18620.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer''s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>3</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked +4</name><cost>32620.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer''s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>4</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked +5</name><cost>50620.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer''s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>5</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed +3</name><cost>18700.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>3</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed +4</name><cost>32700.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>4</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed +5</name><cost>50700.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>5</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven +3</name><cost>18650.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh''s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>3</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven +4</name><cost>32650.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh''s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>4</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven +5</name><cost>50650.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh''s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can''t use it as a double weapon - only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>5</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolas +3</name><cost>18305.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can use this weapon to make a ranged trip attack against an opponent. You can''t be tripped during your own trip attempt when using a set of bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>3</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Bolas +4</name><cost>32305.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can use this weapon to make a ranged trip attack against an opponent. You can''t be tripped during your own trip attempt when using a set of bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>4</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Bolas +5</name><cost>50305.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can use this weapon to make a ranged trip attack against an opponent. You can''t be tripped during your own trip attempt when using a set of bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>5</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Crossbow, hand +3</name><cost>18400.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>3</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Crossbow, hand +4</name><cost>32400.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>4</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Crossbow, hand +5</name><cost>50400.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>5</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy +3</name><cost>18700.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>3</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy +4</name><cost>32700.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>4</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy +5</name><cost>50700.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>5</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, repeating light +3</name><cost>18550.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>3</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, repeating light +4</name><cost>32550.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>4</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, repeating light +5</name><cost>50550.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>5</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Shuriken +3</name><cost>18300.2</cost><weight>0.1</weight><quality>MAGIC</quality><description>A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can''t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>3</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Shuriken +4</name><cost>32300.2</cost><weight>0.1</weight><quality>MAGIC</quality><description>A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can''t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>4</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Shuriken +5</name><cost>50300.2</cost><weight>0.1</weight><quality>MAGIC</quality><description>A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can''t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>5</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Net +3</name><cost>18320.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net''s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>3</enhancement><family>Net</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Net +4</name><cost>32320.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net''s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>4</enhancement><family>Net</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Net +5</name><cost>50320.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net''s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>5</enhancement><family>Net</family><rangeincrement>0</rangeincrement></weapon></weapons><armors/><goods/></equipment>
