<?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="Pathfinder" version="1"><weapons><weapon><name>Gauntlet</name><cost>302.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Gauntlet +1</name><cost>2302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Gauntlet +2</name><cost>8302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Dagger</name><cost>302.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Dagger</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Dagger +1</name><cost>2302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Dagger</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Dagger +2</name><cost>8302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Dagger</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Dagger, punching</name><cost>302.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>A punching dagger''s blade is attached to a horizontal handle that projects out from the fist when held.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Dagger, punching +1</name><cost>2302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A punching dagger''s blade is attached to a horizontal handle that projects out from the fist when held.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Dagger, punching +2</name><cost>8302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A punching dagger''s blade is attached to a horizontal handle that projects out from the fist when held.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Gauntlet, spiked</name><cost>305.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Gauntlet, spiked +1</name><cost>2305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Gauntlet, spiked +2</name><cost>8305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mace, light</name><cost>305.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mace, light +1</name><cost>2305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mace, light +2</name><cost>8305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sickle</name><cost>306.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Sickle</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sickle +1</name><cost>2306.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Sickle</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sickle +2</name><cost>8306.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Sickle</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Club</name><cost>300.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Club +1</name><cost>2300.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Club +2</name><cost>8300.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Mace, heavy</name><cost>312.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>A heavy mace has a larger head and a longer handle than a normal mace.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Mace, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mace, heavy +1</name><cost>2312.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A heavy mace has a larger head and a longer handle than a normal mace.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Mace, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mace, heavy +2</name><cost>8312.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A heavy mace has a larger head and a longer handle than a normal mace.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Mace, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Morningstar</name><cost>308.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description>A morningstar is a spiked metal ball, affixed to the top of a long handle.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Morningstar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Morningstar +1</name><cost>2308.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A morningstar is a spiked metal ball, affixed to the top of a long handle.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Morningstar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Morningstar +2</name><cost>8308.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A morningstar is a spiked metal ball, affixed to the top of a long handle.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Morningstar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Shortspear</name><cost>301.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>A shortspear is about 3 feet in length, making it a suitable thrown weapon.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Shortspear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Shortspear +1</name><cost>2301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>A shortspear is about 3 feet in length, making it a suitable thrown weapon.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Shortspear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Shortspear +2</name><cost>8301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>A shortspear is about 3 feet in length, making it a suitable thrown weapon.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Shortspear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Longspear</name><cost>305.0</cost><weight>9.0</weight><quality>MASTERWORK</quality><description>A longspear is about 8 feet in length.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Longspear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longspear +1</name><cost>2305.0</cost><weight>9.0</weight><quality>MAGIC</quality><description>A longspear is about 8 feet in length.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Longspear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longspear +2</name><cost>8305.0</cost><weight>9.0</weight><quality>MAGIC</quality><description>A longspear is about 8 feet in length.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Longspear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Quarterstaff</name><cost>600.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>A quarterstaff is a simple piece of wood, about 5 feet in length.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>0</enhancement><family>Quarterstaff</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Quarterstaff +1</name><cost>2600.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A quarterstaff is a simple piece of wood, about 5 feet in length.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>1</enhancement><family>Quarterstaff</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Quarterstaff +2</name><cost>8600.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A quarterstaff is a simple piece of wood, about 5 feet in length.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>DOUBLE_WEAPON</category><enhancement>2</enhancement><family>Quarterstaff</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Spear</name><cost>302.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description>A spear is 5 feet in length and can be thrown.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Spear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Spear +1</name><cost>2302.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A spear is 5 feet in length and can be thrown.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Spear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Spear +2</name><cost>8302.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>A spear is 5 feet in length and can be thrown.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Spear</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Blowgun</name><cost>302.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 Poison.</description><type>SIMPLE</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Blowgun</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Blowgun +1</name><cost>2302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 Poison.</description><type>SIMPLE</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Blowgun</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Blowgun +2</name><cost>8302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 Poison.</description><type>SIMPLE</type><damage die="D2" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Blowgun</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Darts, Blowgun (10)</name><cost>300.5</cost><weight>0.0</weight><quality>MASTERWORK</quality><description/><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Darts, Blowgun (10) +1</name><cost>2300.5</cost><weight>0.0</weight><quality>MAGIC</quality><description/><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Darts, Blowgun (10) +2</name><cost>8300.5</cost><weight>0.0</weight><quality>MAGIC</quality><description/><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Crossbow, heavy</name><cost>350.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Crossbow, heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, heavy +1</name><cost>2350.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Crossbow, heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, heavy +2</name><cost>8350.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Crossbow, heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Bolts, Crossbow, heavy (10)</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, heavy (10) +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, heavy (10) +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Crossbow, light</name><cost>335.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. 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.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Crossbow, light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, light +1</name><cost>2335.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. 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.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Crossbow, light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, light +2</name><cost>8335.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. 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.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Crossbow, light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Bolts, Crossbow, light (10)</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, light (10) +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, light (10) +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Dart</name><cost>300.5</cost><weight>0.5</weight><quality>MASTERWORK</quality><description/><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>0</enhancement><family>Dart</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Dart +1</name><cost>2300.5</cost><weight>0.5</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>1</enhancement><family>Dart</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Dart +2</name><cost>8300.5</cost><weight>0.5</weight><quality>MAGIC</quality><description/><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>2</enhancement><family>Dart</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Javelin</name><cost>301.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>0</enhancement><family>Javelin</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Javelin +1</name><cost>2301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>1</enhancement><family>Javelin</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Javelin +2</name><cost>8301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>2</enhancement><family>Javelin</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Sling</name><cost>300.0</cost><weight>0.1</weight><quality>MASTERWORK</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Sling</family><rangeincrement>50</rangeincrement></weapon><weapon><name>Sling +1</name><cost>2300.0</cost><weight>0.1</weight><quality>MAGIC</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Sling</family><rangeincrement>50</rangeincrement></weapon><weapon><name>Sling +2</name><cost>8300.0</cost><weight>0.1</weight><quality>MAGIC</quality><description>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. 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.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Sling</family><rangeincrement>50</rangeincrement></weapon><weapon><name>Bullets, sling (10)</name><cost>300.1</cost><weight>5.0</weight><quality>MASTERWORK</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bullets, sling (10) +1</name><cost>2300.1</cost><weight>5.0</weight><quality>MAGIC</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bullets, sling (10) +2</name><cost>8300.1</cost><weight>5.0</weight><quality>MAGIC</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, throwing</name><cost>308.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>0</enhancement><family>Axe, throwing</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Axe, throwing +1</name><cost>2308.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>1</enhancement><family>Axe, throwing</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Axe, throwing +2</name><cost>8308.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>2</enhancement><family>Axe, throwing</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Hammer, light</name><cost>301.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Hammer, light</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Hammer, light +1</name><cost>2301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Hammer, light</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Hammer, light +2</name><cost>8301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Hammer, light</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Handaxe</name><cost>306.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Handaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Handaxe +1</name><cost>2306.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Handaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Handaxe +2</name><cost>8306.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Handaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kukri</name><cost>308.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>A kukri is a curved blade, about 1 foot in length.</description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Kukri</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kukri +1</name><cost>2308.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A kukri is a curved blade, about 1 foot in length.</description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Kukri</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kukri +2</name><cost>8308.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A kukri is a curved blade, about 1 foot in length.</description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Kukri</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, light</name><cost>304.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Pick, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, light +1</name><cost>2304.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Pick, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, light +2</name><cost>8304.0</cost><weight>3.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Pick, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sap</name><cost>301.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Sap</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sap +1</name><cost>2301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Sap</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sap +2</name><cost>8301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Sap</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Starknife</name><cost>324.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it. </description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Starknife</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Starknife +1</name><cost>2324.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it. </description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Starknife</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Starknife +2</name><cost>8324.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it. </description><type>MARTIAL</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Starknife</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Sword, short</name><cost>310.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>This sword is about 2 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, short +1</name><cost>2310.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>This sword is about 2 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, short +2</name><cost>8310.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>This sword is about 2 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battleaxe</name><cost>310.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battleaxe +1</name><cost>2310.0</cost><weight>6.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battleaxe +2</name><cost>8310.0</cost><weight>6.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail</name><cost>308.0</cost><weight>5.0</weight><quality>MASTERWORK</quality><description>A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Flail</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail +1</name><cost>2308.0</cost><weight>5.0</weight><quality>MAGIC</quality><description>A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Flail</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail +2</name><cost>8308.0</cost><weight>5.0</weight><quality>MAGIC</quality><description>A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Flail</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longsword</name><cost>315.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>This sword is about 3-1/2 feet in length.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Longsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longsword +1</name><cost>2315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This sword is about 3-1/2 feet in length.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Longsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longsword +2</name><cost>8315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This sword is about 3-1/2 feet in length.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Longsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, heavy</name><cost>308.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Pick, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, heavy +1</name><cost>2308.0</cost><weight>6.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Pick, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Pick, heavy +2</name><cost>8308.0</cost><weight>6.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Pick, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Rapier</name><cost>320.0</cost><weight>2.0</weight><quality>MASTERWORK</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. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Rapier</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Rapier +1</name><cost>2320.0</cost><weight>2.0</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. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Rapier</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Rapier +2</name><cost>8320.0</cost><weight>2.0</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. You can''t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Rapier</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scimitar</name><cost>315.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Scimitar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scimitar +1</name><cost>2315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Scimitar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scimitar +2</name><cost>8315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Scimitar</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Trident</name><cost>315.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Trident</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Trident +1</name><cost>2315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Trident</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Trident +2</name><cost>8315.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Trident</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Warhammer</name><cost>312.0</cost><weight>5.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Warhammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Warhammer +1</name><cost>2312.0</cost><weight>5.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Warhammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Warhammer +2</name><cost>8312.0</cost><weight>5.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Warhammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falchion</name><cost>375.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Falchion</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falchion +1</name><cost>2375.0</cost><weight>8.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Falchion</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falchion +2</name><cost>8375.0</cost><weight>8.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Falchion</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive</name><cost>308.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Glaive</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive +1</name><cost>2308.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Glaive</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive +2</name><cost>8308.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Glaive</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greataxe</name><cost>320.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Greataxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greataxe +1</name><cost>2320.0</cost><weight>12.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Greataxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greataxe +2</name><cost>8320.0</cost><weight>12.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Greataxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatclub</name><cost>305.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Greatclub</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatclub +1</name><cost>2305.0</cost><weight>8.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Greatclub</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatclub +2</name><cost>8305.0</cost><weight>8.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Greatclub</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, heavy</name><cost>315.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>Similar to a flail, a heavy flail has a larger metal ball and a longer handle. </description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Flail, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, heavy +1</name><cost>2315.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>Similar to a flail, a heavy flail has a larger metal ball and a longer handle. </description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Flail, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, heavy +2</name><cost>8315.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>Similar to a flail, a heavy flail has a larger metal ball and a longer handle. </description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Flail, heavy</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatsword</name><cost>350.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>This immense two-handed sword is about 5 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="2"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Greatsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatsword +1</name><cost>2350.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This immense two-handed sword is about 5 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="2"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Greatsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Greatsword +2</name><cost>8350.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This immense two-handed sword is about 5 feet in length.</description><type>MARTIAL</type><damage die="D6" numberofdice="2"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Greatsword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Guisarme</name><cost>309.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Guisarme +1</name><cost>2309.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Guisarme +2</name><cost>8309.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Halberd</name><cost>310.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Halberd</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Halberd +1</name><cost>2310.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Halberd</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Halberd +2</name><cost>8310.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Halberd</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lance</name><cost>310.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Lance</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lance +1</name><cost>2310.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Lance</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lance +2</name><cost>8310.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Lance</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Ranseur</name><cost>310.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Ranseur</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Ranseur +1</name><cost>2310.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Ranseur</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Ranseur +2</name><cost>8310.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.</description><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Ranseur</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scythe</name><cost>318.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Scythe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scythe +1</name><cost>2318.0</cost><weight>10.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Scythe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Scythe +2</name><cost>8318.0</cost><weight>10.0</weight><quality>MAGIC</quality><description/><type>MARTIAL</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="4"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Scythe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longbow</name><cost>375.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 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 Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Longbow</family><rangeincrement>100</rangeincrement></weapon><weapon><name>Longbow +1</name><cost>2375.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 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 Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Longbow</family><rangeincrement>100</rangeincrement></weapon><weapon><name>Longbow +2</name><cost>8375.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 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 Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Longbow</family><rangeincrement>100</rangeincrement></weapon><weapon><name>Arrows, Longbow (20)</name><cost>301.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Longbow (20) +1</name><cost>2301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Longbow (20) +2</name><cost>8301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Longbow, composite</name><cost>400.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Longbow, composite</family><rangeincrement>110</rangeincrement></weapon><weapon><name>Longbow, composite +1</name><cost>2400.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Longbow, composite</family><rangeincrement>110</rangeincrement></weapon><weapon><name>Longbow, composite +2</name><cost>8400.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Longbow, composite</family><rangeincrement>110</rangeincrement></weapon><weapon><name>Arrows, Longbow, composite (20)</name><cost>301.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Longbow, composite (20) +1</name><cost>2301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Longbow, composite (20) +2</name><cost>8301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Shortbow</name><cost>330.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>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 (see below), but not a regular shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Shortbow</family><rangeincrement>60</rangeincrement></weapon><weapon><name>Shortbow +1</name><cost>2330.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 (see below), but not a regular shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Shortbow</family><rangeincrement>60</rangeincrement></weapon><weapon><name>Shortbow +2</name><cost>8330.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 (see below), but not a regular shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Shortbow</family><rangeincrement>60</rangeincrement></weapon><weapon><name>Arrows, Shortbow (20)</name><cost>301.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Shortbow (20) +1</name><cost>2301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Shortbow (20) +2</name><cost>8301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Shortbow, composite</name><cost>375.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Shortbow, composite</family><rangeincrement>70</rangeincrement></weapon><weapon><name>Shortbow, composite +1</name><cost>2375.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Shortbow, composite</family><rangeincrement>70</rangeincrement></weapon><weapon><name>Shortbow, composite +2</name><cost>8375.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Shortbow, composite</family><rangeincrement>70</rangeincrement></weapon><weapon><name>Arrows, Shortbow, composite (20)</name><cost>301.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Shortbow, composite (20) +1</name><cost>2301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrows, Shortbow, composite (20) +2</name><cost>8301.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 x2). Arrows come in a leather quiver that holds 20 arrows.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kama</name><cost>302.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>Similar to a sickle, a kama is a short, curved blade attached to a simple handle.</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>0</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kama +1</name><cost>2302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>Similar to a sickle, a kama is a short, curved blade attached to a simple handle.</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>1</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Kama +2</name><cost>8302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>Similar to a sickle, a kama is a short, curved blade attached to a simple handle.</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>2</enhancement><family>Kama</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku</name><cost>302.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.</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>0</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku +1</name><cost>2302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.</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>1</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Nunchaku +2</name><cost>8302.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.</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>2</enhancement><family>Nunchaku</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sai</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>A sai is a metal spike flanked by a pair of prongs used to trap an enemy''s weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy''s weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.</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>0</enhancement><family>Sai</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sai +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A sai is a metal spike flanked by a pair of prongs used to trap an enemy''s weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy''s weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.</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>1</enhancement><family>Sai</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sai +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>A sai is a metal spike flanked by a pair of prongs used to trap an enemy''s weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy''s weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.</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>2</enhancement><family>Sai</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Siangham</name><cost>303.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.</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>0</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Siangham +1</name><cost>2303.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.</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>1</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Siangham +2</name><cost>8303.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.</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>2</enhancement><family>Siangham</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard</name><cost>335.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description>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. 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>0</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard +1</name><cost>2335.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>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. 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>1</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, bastard +2</name><cost>8335.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>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. 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>2</enhancement><family>Sword, bastard</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven</name><cost>330.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>A dwarven waraxe has a large, ornate head mounted to 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.</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>0</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven +1</name><cost>2330.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A dwarven waraxe has a large, ornate head mounted to 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.</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>1</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Waraxe, dwarven +2</name><cost>8330.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>A dwarven waraxe has a large, ornate head mounted to 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.</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>2</enhancement><family>Waraxe, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip</name><cost>301.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>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 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).</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>0</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip +1</name><cost>2301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 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).</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>1</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Whip +2</name><cost>8301.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>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 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).</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>2</enhancement><family>Whip</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double</name><cost>660.0</cost><weight>15.0</weight><quality>MASTERWORK</quality><description>A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.</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>0</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double +1</name><cost>2660.0</cost><weight>15.0</weight><quality>MAGIC</quality><description>A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.</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>1</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Axe, orc double +2</name><cost>8660.0</cost><weight>15.0</weight><quality>MAGIC</quality><description>A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.</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>2</enhancement><family>Axe, orc double</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, spiked</name><cost>325.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>A spiked chain is about 4 feet in length, covered in wicked barbs. 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.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, spiked +1</name><cost>2325.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A spiked chain is about 4 feet in length, covered in wicked barbs. 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.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain, spiked +2</name><cost>8325.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A spiked chain is about 4 feet in length, covered in wicked barbs. 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.</description><type>EXOTIC</type><damage die="D4" numberofdice="2"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Chain, spiked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Curve blade, elven</name><cost>380.0</cost><weight>7.0</weight><quality>MASTERWORK</quality><description>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 Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn''t a light weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Curve blade, elven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Curve blade, elven +1</name><cost>2380.0</cost><weight>7.0</weight><quality>MAGIC</quality><description>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 Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn''t a light weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Curve blade, elven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Curve blade, elven +2</name><cost>8380.0</cost><weight>7.0</weight><quality>MAGIC</quality><description>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 Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn''t a light weapon.</description><type>EXOTIC</type><damage die="D10" numberofdice="1"/><critical hit="18" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Curve blade, elven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire</name><cost>690.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.</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>0</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire +1</name><cost>2690.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.</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>1</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Flail, dire +2</name><cost>8690.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.</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>2</enhancement><family>Flail, dire</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked</name><cost>620.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description>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 (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. Gnomes treat 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>0</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked +1</name><cost>2620.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>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 (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. Gnomes treat 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>1</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Hammer, gnome hooked +2</name><cost>8620.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>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 (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. Gnomes treat 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>2</enhancement><family>Hammer, gnome hooked</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed</name><cost>700.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>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.</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>0</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed +1</name><cost>2700.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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.</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>1</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword, two-bladed +2</name><cost>8700.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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.</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>2</enhancement><family>Sword, two-bladed</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven</name><cost>650.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>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.</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>0</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven +1</name><cost>2650.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>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.</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>1</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Urgrosh, dwarven +2</name><cost>8650.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>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.</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>2</enhancement><family>Urgrosh, dwarven</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolas</name><cost>305.0</cost><weight>2.0</weight><quality>MASTERWORK</quality><description>A bolas is a pair of weights, connected by a thin rope or cord. 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 bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>0</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Bolas +1</name><cost>2305.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A bolas is a pair of weights, connected by a thin rope or cord. 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 bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>1</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Bolas +2</name><cost>8305.0</cost><weight>2.0</weight><quality>MAGIC</quality><description>A bolas is a pair of weights, connected by a thin rope or cord. 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 bolas.</description><type>EXOTIC</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>THROWN_WEAPON</category><enhancement>2</enhancement><family>Bolas</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Crossbow, hand</name><cost>400.0</cost><weight>2.0</weight><quality>MASTERWORK</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>0</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Crossbow, hand +1</name><cost>2400.0</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>1</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Crossbow, hand +2</name><cost>8400.0</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>2</enhancement><family>Crossbow, hand</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Bolts, Crossbow, hand (10)</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, hand (10) +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, hand (10) +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy</name><cost>700.0</cost><weight>12.0</weight><quality>MASTERWORK</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="D2" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy +1</name><cost>2700.0</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="D2" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Crossbow, repeating heavy +2</name><cost>8700.0</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="D2" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Crossbow, repeating heavy</family><rangeincrement>120</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating heavy (5)</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating heavy (5) +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating heavy (5) +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Crossbow, repeating light</name><cost>550.0</cost><weight>6.0</weight><quality>MASTERWORK</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>0</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, repeating light +1</name><cost>2550.0</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>1</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Crossbow, repeating light +2</name><cost>8550.0</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>2</enhancement><family>Crossbow, repeating light</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating light (5)</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating light (5) +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bolts, Crossbow, repeating light (5) +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 (crit x2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow). </description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>AMMUNITION</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Net</name><cost>320.0</cost><weight>6.0</weight><quality>MASTERWORK</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 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 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>0</enhancement><family>Net</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Net +1</name><cost>2320.0</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 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 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>1</enhancement><family>Net</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Net +2</name><cost>8320.0</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 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 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>2</enhancement><family>Net</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Shuriken (5)</name><cost>301.0</cost><weight>0.5</weight><quality>MASTERWORK</quality><description>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, 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>0</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Shuriken (5) +1</name><cost>2301.0</cost><weight>0.5</weight><quality>MAGIC</quality><description>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, 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>1</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Shuriken (5) +2</name><cost>8301.0</cost><weight>0.5</weight><quality>MAGIC</quality><description>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, 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>2</enhancement><family>Shuriken</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Sling staff, halfling</name><cost>320.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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. 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.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>0</enhancement><family>Sling staff, halfling</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Sling staff, halfling +1</name><cost>2320.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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. 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.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>1</enhancement><family>Sling staff, halfling</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Sling staff, halfling +2</name><cost>8320.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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. 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.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>RANGED_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>PROJECTILE_WEAPON</category><enhancement>2</enhancement><family>Sling staff, halfling</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Adamantine Battleaxe</name><cost>3310.0</cost><weight>6.0</weight><quality>MASTERWORK</quality><description>This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Adamantine Battleaxe +1</name><cost>5310.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Adamantine Battleaxe +2</name><cost>11310.0</cost><weight>6.0</weight><quality>MAGIC</quality><description>This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Battleaxe</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Adamantine Dagger</name><cost>3302.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Adamantine Dagger +1</name><cost>5302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Adamantine Dagger +2</name><cost>11302.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Brass knuckles</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. 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 concentration check (DC 10 + the level of the spell you''re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Brass knuckles +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. 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 concentration check (DC 10 + the level of the spell you''re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Brass knuckles +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. 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 concentration check (DC 10 + the level of the spell you''re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.</description><type>SIMPLE</type><damage die="D3" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battle aspergillum</name><cost>305.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow''s neck. 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 an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battle aspergillum +1</name><cost>2305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow''s neck. 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 an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Battle aspergillum +2</name><cost>8305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow''s neck. 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 an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Mace, light</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Cestus</name><cost>305.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 normal damage. If you are proficient with a cestus, your unarmed strikes may 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).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Cestus +1</name><cost>2305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 normal damage. If you are proficient with a cestus, your unarmed strikes may 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).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Cestus +2</name><cost>8305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 normal damage. If you are proficient with a cestus, your unarmed strikes may 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).</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Unarmed strike</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Wooden stake</name><cost>300.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Wooden stake +1</name><cost>2300.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Wooden stake +2</name><cost>8300.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.</description><type>SIMPLE</type><damage die="D4" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Club</family><rangeincrement>10</rangeincrement></weapon><weapon><name>Bayonet</name><cost>305.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Bayonet</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bayonet +1</name><cost>2305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Bayonet</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bayonet +2</name><cost>8305.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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.</description><type>SIMPLE</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Bayonet</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Boar spear</name><cost>305.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Boar spear +1</name><cost>2305.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Boar spear +2</name><cost>8305.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.</description><type>SIMPLE</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword cane</name><cost>345.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make 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.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword cane +1</name><cost>2345.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make 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.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Sword cane +2</name><cost>8345.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make 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.</description><type>MARTIAL</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Sword, short</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bardiche</name><cost>313.0</cost><weight>14.0</weight><quality>MASTERWORK</quality><description>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 against a bardiche.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Bardiche</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bardiche +1</name><cost>2313.0</cost><weight>14.0</weight><quality>MAGIC</quality><description>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 against a bardiche.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Bardiche</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bardiche +2</name><cost>8313.0</cost><weight>14.0</weight><quality>MAGIC</quality><description>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 against a bardiche.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Bardiche</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bec de corbin</name><cost>315.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Bec de corbin</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bec de corbin +1</name><cost>2315.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Bec de corbin</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bec de corbin +2</name><cost>8315.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Bec de corbin</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bill</name><cost>311.0</cost><weight>11.0</weight><quality>MASTERWORK</quality><description>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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Bill</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bill +1</name><cost>2311.0</cost><weight>11.0</weight><quality>MAGIC</quality><description>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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Bill</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Bill +2</name><cost>8311.0</cost><weight>11.0</weight><quality>MAGIC</quality><description>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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Bill</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive-guisarme</name><cost>312.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>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 his Ride check to stay mounted.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Glaive-guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive-guisarme +1</name><cost>2312.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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 his Ride check to stay mounted.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Glaive-guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Glaive-guisarme +2</name><cost>8312.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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 his Ride check to stay mounted.</description><type>MARTIAL</type><damage die="D10" numberofdice="1"/><critical hit="20" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Glaive-guisarme</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lucerne hammer</name><cost>315.0</cost><weight>12.0</weight><quality>MASTERWORK</quality><description>This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor, most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.</description><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Lucerne hammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lucerne hammer +1</name><cost>2315.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor, most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.</description><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Lucerne hammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lucerne hammer +2</name><cost>8315.0</cost><weight>12.0</weight><quality>MAGIC</quality><description>This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor, most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.</description><type>MARTIAL</type><damage die="D12" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Lucerne hammer</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, blunt (20)</name><cost>302.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. 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).</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, blunt (20) +1</name><cost>2302.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. 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).</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, blunt (20) +2</name><cost>8302.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. 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).</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, flight (20)</name><cost>302.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>These arrows have light shafts and special fletchings to give them greater range. A flight arrow''s range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, flight (20) +1</name><cost>2302.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>These arrows have light shafts and special fletchings to give them greater range. A flight arrow''s range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, flight (20) +2</name><cost>8302.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>These arrows have light shafts and special fletchings to give them greater range. A flight arrow''s range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, smoke</name><cost>310.0</cost><weight>0.0</weight><quality>MASTERWORK</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, smoke +1</name><cost>2310.0</cost><weight>0.0</weight><quality>MAGIC</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Arrow, smoke +2</name><cost>8310.0</cost><weight>0.0</weight><quality>MAGIC</quality><description>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.</description><type>AMMO</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Ammunition</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chakram</name><cost>301.0</cost><weight>1.0</weight><quality>MASTERWORK</quality><description>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 make 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Chakram</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Chakram +1</name><cost>2301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 make 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Chakram</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Chakram +2</name><cost>8301.0</cost><weight>1.0</weight><quality>MAGIC</quality><description>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 make 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Chakram</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Pilum</name><cost>305.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>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-using 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Javelin</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Pilum +1</name><cost>2305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>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-using 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Javelin</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Pilum +2</name><cost>8305.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>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-using 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.</description><type>MARTIAL</type><damage die="D8" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Javelin</family><rangeincrement>20</rangeincrement></weapon><weapon><name>Swordbreaker dagger</name><cost>310.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 +4 on your disarm or sunder attempts against bladed weapons.</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>0</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Swordbreaker dagger +1</name><cost>2310.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 +4 on your disarm or sunder attempts against bladed weapons.</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>1</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Swordbreaker dagger +2</name><cost>8310.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 +4 on your disarm or sunder attempts against bladed weapons.</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>2</enhancement><family>Dagger</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falcata</name><cost>318.0</cost><weight>4.0</weight><quality>MASTERWORK</quality><description>This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Falcata</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falcata +1</name><cost>2318.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Falcata</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Falcata +2</name><cost>8318.0</cost><weight>4.0</weight><quality>MAGIC</quality><description>This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="3"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Falcata</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Khopesh</name><cost>320.0</cost><weight>8.0</weight><quality>MASTERWORK</quality><description>This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Khopesh</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Khopesh +1</name><cost>2320.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Khopesh</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Khopesh +2</name><cost>8320.0</cost><weight>8.0</weight><quality>MAGIC</quality><description>This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Khopesh</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Temple sword</name><cost>330.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Temple sword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Temple sword +1</name><cost>2330.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Temple sword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Temple sword +2</name><cost>8330.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>ONE_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Temple sword</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain spear</name><cost>315.0</cost><weight>13.0</weight><quality>MASTERWORK</quality><description>This vicious weapon often finds its way into 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.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain spear +1</name><cost>2315.0</cost><weight>13.0</weight><quality>MAGIC</quality><description>This vicious weapon often finds its way into 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.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Chain spear +2</name><cost>8315.0</cost><weight>13.0</weight><quality>MAGIC</quality><description>This vicious weapon often finds its way into 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.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Spear</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mancatcher</name><cost>315.0</cost><weight>10.0</weight><quality>MASTERWORK</quality><description>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, it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="0" multiplier="0"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>0</enhancement><family>Mancatcher</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mancatcher +1</name><cost>2315.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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, it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="0" multiplier="0"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>1</enhancement><family>Mancatcher</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Mancatcher +2</name><cost>8315.0</cost><weight>10.0</weight><quality>MAGIC</quality><description>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, it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.</description><type>EXOTIC</type><damage die="D2" numberofdice="1"/><critical hit="0" multiplier="0"/><combat>MELEE_WEAPON</combat><encumbrance>TWO_HANDED</encumbrance><category>REACH_WEAPON</category><enhancement>2</enhancement><family>Mancatcher</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Boomerang</name><cost>303.0</cost><weight>3.0</weight><quality>MASTERWORK</quality><description>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 thrown boomerang does not fly in a returning path, returning boomerangs are solely recreational.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Boomerang</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Boomerang +1</name><cost>2303.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 thrown boomerang does not fly in a returning path, returning boomerangs are solely recreational.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Boomerang</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Boomerang +2</name><cost>8303.0</cost><weight>3.0</weight><quality>MAGIC</quality><description>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 thrown boomerang does not fly in a returning path, returning boomerangs are solely recreational.</description><type>EXOTIC</type><damage die="D6" numberofdice="1"/><critical hit="20" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Boomerang</family><rangeincrement>30</rangeincrement></weapon><weapon><name>Double crossbow</name><cost>600.0</cost><weight>18.0</weight><quality>MASTERWORK</quality><description>This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to 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 only apply to 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</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Double crossbow</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Double crossbow +1</name><cost>2600.0</cost><weight>18.0</weight><quality>MAGIC</quality><description>This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to 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 only apply to 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</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Double crossbow</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Double crossbow +2</name><cost>8600.0</cost><weight>18.0</weight><quality>MAGIC</quality><description>This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to 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 only apply to 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</description><type>EXOTIC</type><damage die="D8" numberofdice="1"/><critical hit="19" multiplier="2"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Double crossbow</family><rangeincrement>80</rangeincrement></weapon><weapon><name>Lasso</name><cost>300.1</cost><weight>5.0</weight><quality>MASTERWORK</quality><description>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 DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It 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.</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>0</enhancement><family>Lasso</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lasso +1</name><cost>2300.1</cost><weight>5.0</weight><quality>MAGIC</quality><description>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 DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It 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.</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>1</enhancement><family>Lasso</family><rangeincrement>0</rangeincrement></weapon><weapon><name>Lasso +2</name><cost>8300.1</cost><weight>5.0</weight><quality>MAGIC</quality><description>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 DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It 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.</description><type>EXOTIC</type><damage die="D2" numberofdice="0"/><critical hit="0" multiplier="0"/><combat>RANGED_WEAPON</combat><encumbrance>LIGHT_HANDED</encumbrance><category>NORMAL_WEAPON</category><enhancement>2</enhancement><family>Lasso</family><rangeincrement>0</rangeincrement></weapon></weapons><armors/><goods/></equipment>