Axe, throwing308.02.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON0Axe, throwing10Axe, throwing +12308.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON1Axe, throwing10Axe, throwing +28308.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON2Axe, throwing10Hammer, light301.02.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON0Hammer, light20Hammer, light +12301.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON1Hammer, light20Hammer, light +28301.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDTHROWN_WEAPON2Hammer, light20Handaxe306.03.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON0Handaxe0Handaxe +12306.03.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON1Handaxe0Handaxe +28306.03.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON2Handaxe0Kukri308.02.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON0Kukri0Kukri +12308.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON1Kukri0Kukri +28308.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON2Kukri0Pick, light304.03.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON0Pick, light0Pick, light +12304.03.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON1Pick, light0Pick, light +28304.03.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON2Pick, light0Sap301.02.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON0Sap0Sap +12301.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON1Sap0Sap +28301.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON2Sap0Sword, short310.02.0MASTERWORKMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON0Sword, short0Sword, short +12310.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON1Sword, short0Sword, short +28310.02.0MAGICMARTIALMELEE_WEAPONLIGHT_HANDEDNORMAL_WEAPON2Sword, short0Battleaxe310.06.0MASTERWORKMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Battleaxe0Battleaxe +12310.06.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Battleaxe0Battleaxe +28310.06.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Battleaxe0Flail308.05.0MASTERWORKWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Flail0Flail +12308.05.0MAGICWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Flail0Flail +28308.05.0MAGICWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Flail0Longsword315.04.0MASTERWORKMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Longsword0Longsword +12315.04.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Longsword0Longsword +28315.04.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Longsword0Pick, heavy308.06.0MASTERWORKMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Pick, heavy0Pick, heavy +12308.06.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Pick, heavy0Pick, heavy +28308.06.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Pick, heavy0Rapier320.02.0MASTERWORKYou 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.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Rapier0Rapier +12320.02.0MAGICYou 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.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Rapier0Rapier +28320.02.0MAGICYou 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.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Rapier0Scimitar315.04.0MASTERWORKMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Scimitar0Scimitar +12315.04.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Scimitar0Scimitar +28315.04.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Scimitar0Trident315.04.0MASTERWORKThis weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Trident10Trident +12315.04.0MAGICThis weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Trident10Trident +28315.04.0MAGICThis weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Trident10Warhammer312.05.0MASTERWORKMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Warhammer0Warhammer +12312.05.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Warhammer0Warhammer +28312.05.0MAGICMARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Warhammer0Falchion375.08.0MASTERWORKMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Falchion0Falchion +12375.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Falchion0Falchion +28375.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Falchion0Glaive308.010.0MASTERWORKA glaive has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON0Glaive0Glaive +12308.010.0MAGICA glaive has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON1Glaive0Glaive +28308.010.0MAGICA glaive has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON2Glaive0Greataxe320.012.0MASTERWORKMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Greataxe0Greataxe +12320.012.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Greataxe0Greataxe +28320.012.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Greataxe0Greatclub305.08.0MASTERWORKMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Greatclub0Greatclub +12305.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Greatclub0Greatclub +28305.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Greatclub0Flail, heavy315.010.0MASTERWORKWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Flail, heavy0Flail, heavy +12315.010.0MAGICWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Flail, heavy0Flail, heavy +28315.010.0MAGICWith a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Flail, heavy0Greatsword350.08.0MASTERWORKMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Greatsword0Greatsword +12350.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Greatsword0Greatsword +28350.08.0MAGICMARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Greatsword0Guisarme309.012.0MASTERWORKA guisarme has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON0Guisarme0Guisarme +12309.012.0MAGICA guisarme has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON1Guisarme0Guisarme +28309.012.0MAGICA guisarme has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON2Guisarme0Halberd310.012.0MASTERWORKIf you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Halberd0Halberd +12310.012.0MAGICIf you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Halberd0Halberd +28310.012.0MAGICIf you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Halberd0Lance310.010.0MASTERWORKA lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON0Lance0Lance +12310.010.0MAGICA lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON1Lance0Lance +28310.010.0MAGICA lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON2Lance0Ranseur310.012.0MASTERWORKA ranseur has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON0Ranseur0Ranseur +12310.012.0MAGICA ranseur has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON1Ranseur0Ranseur +28310.012.0MAGICA ranseur has reach. You can strike opponents 10 feet away with it, but you can''t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
MARTIALMELEE_WEAPONTWO_HANDEDREACH_WEAPON2Ranseur0Scythe318.010.0MASTERWORKA scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Scythe0Scythe +12318.010.0MAGICA scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Scythe0Scythe +28318.010.0MAGICA scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Scythe0Longbow375.03.0MASTERWORKYou need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON0Longbow100Longbow +12375.03.0MAGICYou need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON1Longbow100Longbow +28375.03.0MAGICYou need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON2Longbow100Longbow, composite400.03.0MASTERWORKYou 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 with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON0Longbow, composite110Longbow, composite +12400.03.0MAGICYou 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 with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON1Longbow, composite110Longbow, composite +28400.03.0MAGICYou 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 with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON2Longbow, composite110Shortbow330.02.0MASTERWORKYou need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON0Shortbow60Shortbow +12330.02.0MAGICYou need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON1Shortbow60Shortbow +28330.02.0MAGICYou need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON2Shortbow60Shortbow, composite375.02.0MASTERWORKYou 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 bonus is lower than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON0Shortbow, composite70Shortbow, composite +12375.02.0MAGICYou 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 bonus is lower than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON1Shortbow, composite70Shortbow, composite +28375.02.0MAGICYou 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 bonus is lower than the strength rating of the composite bow, you can''t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score, this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
MARTIALRANGED_WEAPONTWO_HANDEDPROJECTILE_WEAPON2Shortbow, composite70Adamantine Battleaxe3310.06.0MASTERWORKThis nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON0Battleaxe0Adamantine Battleaxe +15310.06.0MAGICThis nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON1Battleaxe0Adamantine Battleaxe +211310.06.0MAGICThis nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.MARTIALMELEE_WEAPONONE_HANDEDNORMAL_WEAPON2Battleaxe0Life-Drinker40620.012.0MASTERWORKThis +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON0Greataxe0Life-Drinker +142620.012.0MAGICThis +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON1Greataxe0Life-Drinker +248620.012.0MAGICThis +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
MARTIALMELEE_WEAPONTWO_HANDEDNORMAL_WEAPON2Greataxe0