Weapon Group: Thrown

Thrown

Pictured here: 1) a selection of shuriken, 2) throwing dagger or kunai, 3) hunga munga, 4) spear sling or atl-atl, 5) blowgun, 6) grappling hook, 7) chakram, 8) starknife or wind and fire wheel, 9) lasso, 10) sling, 11) bola, 12) light hammer, 13) throwing axe, and 14) dart.

 

Often serving as a potential first-strike or else as backup in moments of need, thrown weapons are more closely associated with adventurers and miscreants than formal military units.  That being said, there is a huge variety of types amognst them, with many different groups having their own particular favorites, from dwarves with their throwing-hammers or hobgoblins with their chakram to the more refined shuriken employed by elves.

 

AMENTUM
Damage: 1d6, x2
Range: 50 ft
Type: Ranged martial piercing
Special: Performance
Description: An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.
Cost: —
Weight: 1 lb

 

BLOWGUN
Damage: 1d2, x2
Range: 20 ft
Type: Ranged simple piercing
Description: Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired.
Cost: 2 gp
Weight: 1 lb

 

BOLAS
Damage: 1d4, x2
Range: 10 ft
Type: Ranged exotic bludgeoning
Special: Nonlethal, trip
Description: A bolas is a pair of wooden, stone, or metal weights connected by a thin rope or cord. You can whirl and throw this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a bolas.
Cost: 5 gp
Weight: 2 lbs

 

CHAIN-HAMMER
Damage: 1d6/1d6, x2
Range: 20 ft
Type: Two-handed exotic bludgeoning
Special: Double, finesse, trip
Description: This pair of hammers or other heavy weights is linked by a loose chain. While the two hammers are balanced to wield in melee together, they can also be hurled as a pair by a proficient wielder, both striking the same target as if using the Manyshot feat.  Alternately, the chain is long enough that you can throw one hammer a short distance and then pull it back; pulling the chain to retrieve the thrown hammer is a swift action. The chain-hammer’s maximum throwing range is 10 feet when used in this manner.
Cost: 34 gp
Weight: 8 lbs

 

CHAKRAM
Damage: 1d6, x2
Range: 30 ft
Type: Ranged martial slashing
Special: Finesse
Description: The chakram is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must succeed at a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
Cost: 1 gp
Weight: 1 lb

 

CLUB
Damage: 1d6, x2
Range: 10 ft
Type: One-handed simple bludgeoning
Special: —
Description: This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.
Cost: —
Weight: 3 lbs

 

DART
Damage: 1d4, x2
Range: 20 ft
Type: Ranged simple piercing
Description: This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.
Cost: 5 sp
Weight: 1/2 lb

 

DEER HORN KNIFE [CRESCENT MOON KNIFE] [DUCK BLADE]
Damage: 1d4, x3
Range: 20 ft
Type: Light exotic piercing
Special: Blocking, finesse, monk
Description: This flat, metal weapon consists of two joined crescent-shaped blades overlapping to form a hollow center with four projecting points.  One side of the center is wrapped to serve as a grip while the other acts as a guard. Deer horn knives are traditionally used in pairs.
Cost: 10 gp
Weight: 3 lbs

 

GRAPPLING HOOK
Damage: 1d6, x2
Range: 10 ft
Type: Ranged exotic piercing
Special: Grappling
Description: A grappling hook is usually thought of as a climbing instrument, but is also used to grapple enemy ships and draw them close before a boarding action.  Grappling hooks bite deeply into the wood of the railing. It takes 1 minute to pry a grappling hook free. The rope attached to a grappling hook can be cut, but pirates often target the rigging and masts to make it difficult to remove the hooks. Tying off the rope of a grappling hook is a move action.
     A grappling hook can also be used as a ranged weapon. If you are proficient in the grappling hook, it is a grappling weapon. On a successful critical hit with a weapon of this type, you can grapple the target of the attack. You can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, the grapple ends.
     A grappling hook’s weight includes the weight of 50 feet of hemp rope. It can be reduced by using shorter or lighter rope.
Cost: 6 gp
Weight: 14 lbs

 

HALFLING SLING STAFF
Damage: 1d8, x3
Range: 80 ft
Type: Ranged exotic bludgeoning
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.
     A halfling sling staff fires bullets. You can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
     A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.
Cost: 20 gp
Weight: 3 lbs

 

HARPOON
Damage: 1d8, x3
Range: 10 ft
Type: Two-handed exotic piercing
Special: Grapple
Description: A harpoon is a barbed spear with an attached rope 50 feet or less in length. Most harpoons have metal points, but some use ivory or are made entirely of wood. A harpoon’s weight includes 10 pounds for the weight of 50 feet of hemp rope. The weight can be reduced by using shorter or lighter rope. If you are not proficient with a harpoon, treat it like a normal spear.
Cost: 5 gp
Weight: 16 lbs

 

HUNGA MUNGA
Damage: 1d6, x2
Range: 15 ft
Type: Ranged martial piercing
Special: Finesse
Description: This heavy iron dagger is intended for throwing but can also be used as a melee weapon.  Though the basic three-blade design is most common, hunga mungas can take a wide variety of forms.
Cost: 4 gp
Weight: 3 lbs

 

JAVELIN
Damage: 1d6, x2
Range: 30 ft
Type: Ranged simple piercing
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.
Cost: 1 gp
Weight: 2 lbs

 

LASSO
Damage: —
Type: Ranged exotic
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 successful DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10, and requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Cost: 1 sp
Weight: 5 lbs

 

LIGHT HAMMER
Damage: 1d4, x2
Range: 20 ft
Type: Light martial bludgeoning
Special: Finesse
Description: A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.
Cost: 1 gp
Weight: 2 lbs

 

NET
Damage: —
Range: 10 ft
Type: Ranged exotic
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 to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
     An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
     A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Cost: 20 gp
Weight: 6 lbs

 

PILUM
Damage: 1d8, x2
Range: 20 ft
Type: Ranged martial piercing
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 shieldbearing 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.
Cost: 5 gp
Weight: 4 lbs

 

SHORTSPEAR [MÁO]
Damage: 1d6, x2
Range: 20 ft
Type: One-handed simple piercing
Description: A shortspear is about 3 feet in length, making it a suitable thrown weapon.
Cost: 1 gp
Weight: 3 lbs

 

SHURIKEN, 5
Damage: 1d2, x2
Range: 10 ft
Type: Ranged martial piercing
Special: Monk
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 and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.
Cost: 1 gp
Weight: 1/2 lb

 

SLING
Damage: 1d4, x2
Range: 50 ft
Type: Ranged simple bludgeoning
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.
     A sling fires sling bullets. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
Cost: —
Weight: —

 

SPEAR [QIĀNG]
Damage: 1d8, x3
Range: 20 ft
Type: Two-handed simple piercing
Special: Brace
Description: A spear is 5 feet in length and can be thrown.
Cost: 2 gp
Weight: 6 lbs

 

SPEAR-SLING [ATL-ATL]
Damage: —
Type: Ranged martial piercing
Description: A spear-sling consists of a long arm with a notch or sinew loop at one end.  The wielder sets the butt of a harpoon, javelin, pilum, shortspear, or spear against the end, laying the shaft of the weapon along the spear-sling's length.  Swinging the spear-sling forward in an exaggerated throwing motion launches the loaded ammunition.  A weapon thrown with a spear-sling is treated as a projectile weapon instead of a thrown weapon, increasing its maximum range and allowing it to be used underwater.  Loading a spear-sling is a move action (a swift action if the wielder has the Rapid Reload feat) that provokes attacks of opportunity.
Cost: 50 gp
Weight: 2 lbs

 

STARKNIFE [WIND AND FIRE WHEELS]
Damage: 1d4, x3
Range: 20 ft
Type: Light martial piercing
Special: Finesse
Description: Similar to the bulkier chakram, a starknife can be thrown or used as a weapon in melee combat, though without the risks of that larger and less elegant weapon.
Cost: 24 gp
Weight: 3 lbs

 

THROWING AXE
Damage: 1d6, x2
Range: 10 ft
Type: Light martial slashing
Special: Finesse
Description: This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.
Cost: 8 gp
Weight: 2 lbs

 

THROWING DAGGER [KUNAI]
Damage: 1d4, x2
Range: 20 ft
Type: Light simple piercing or slashing
Special: Finesse
Description: A dagger specially weighted to be thrown greater distances at the cost of some of its cutting power. You get a +2 bonus on Sleight of Hand skill checks made to conceal a throwing dagger on your body.
Cost: 2 gp
Weight: 1 lb

 

TRIDENT [TIGER FORK]
Damage: 1d8, x2
Range: 10 ft
Type: One-handed martial piercing
Special: Brace, monk
Description: This weapon consists of a three-pronged metal fork set upon a shaft. It can be wielded much like a spear or a staff, with the wielder grasping the shaft from the center and jabbing with its forked end.
Cost: 15 gp
Weight: 4 lbs

 

 

SLING AMMUNITION

 

Ammunition replaces the qualities of normal sling stones for whatever sling it is used with.  Unless it specifically states otherwise, the details listed below are for a single stone.  Even stones listed singly count as ammunition when enchanting them.  You can mix-and-match ammunition types when enchanting them, so long as they do not exceed 50 units in total.  Ammunition does not require a special proficiency; if you can use the weapon, you can use any ammunition for it.

 

SOFTSTONE BULLET, 10
Damage: As sling
Range: As sling
Type: Bludgeoning ammunition
Special: Nonlethal
Description: These tight bundles of elastic fibers deal nonlethal damage when fired from a sling.
Cost: 1 sp
Weight: 4 lbs