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Arkuth - Weapons, Tables

Weapons, Tables & Descriptions


The class of your character might circumscribe the choice of weapons used by your character, but selection is otherwise a matter of your preferences based on various factors presented hereafter. Of course, the initial cost of the weapon might affect your selection at the beginning. Beyond this consideration, there are size factors, weight, length and the damage inflicted by the weapon. These details are given hereafter.

Some weapons have been modified from the standard AD&D rule set to better reflect actual weapon stats from medieval times. This list also includes custom weaponry from different regions and cultures strewn across the realm. We have done our best to fit them into our game mechanics properly as to not unbalance game play.

Gary Gygax wrote:
"Forget weapon speed factors. I must have been under the influence of a hex when I included them in the bloody rules."

After many months of debating this and using factual and historical references, coupled with actual testing and credible people's opinions, not to mention the man himself (above) stating that speed factors were crap. This rule has been removed from Arkuth completely and thus the tables below do not show weapon speeds any longer.

Your character can become proficient with all weapons listed by their chosen class as permitted by Arkuth's class descriptions. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If the character does not hold proficiency with a given weapon it is used at a -2 to hit penalty for all warrior classes, -3 for rogue and priest classes and -4 for all other classes.

Tiny Melee Weapons Cost Speed Factor Dmg (S/M) Dmg (L) Length Weight Notes Type
Gauntlet 2 1 1d3 1d2 0 1 lbs   B
Gauntlet, spiked 5 1 1d3 1d2 0 1 lbs   P
Dagger 2 2 1d4 1d3 1' 1 lbs includes main gauches and dirks P or S
Knife 5 cp 2 1d3 1d2 1' .5 lbs   P or S
Unarmed strike --- 0 1d2(sd) 1(sd) 0 --- includes grappling damage B
Sml. Melee Weapons Cost S.F. Dmg (S/M) Dmg (L) Length Weight Notes Type
Axe, hand 2 4 1d6 1d4 1' 3 lbs   S
Axe, throwing 8 3 1d6 1d4 1' 2 lbs   S
Flail, horsemans 5 6 1d4+1 1d4+1 2' 5 lbs includes nunchaku B
*Kukri 8 3 1d4 1d4 1' 2 lbs indian weapon S
*Kama 2 4 1d6 1d4 1' 2 lbs oriental weapon S
Garrote 5sp 2 1d3(sd) 1d2(sd) 2' .5 lbs must be used two-handed P
Gladius 10 3 1d6 1d8 2' 2 lbs generally a gladiator weapon P
Hammer, throwing 1 4 1d4+1 1d4 1.5' 2 lbs most hammers can be thrown fairly accurately B
Mace, horsemans 4 6 1d6 1d4 2' 4 lbs includes light maces B
*Nunchaku 2 3 1d6 1d6 2' 2 lbs oriental weapon B
Pick, horsemans 5 5 1d4+1 1d4 2' 3 lbs also known as light pick P
*Sai 1 2 1d4 1d2 1' 1 lbs oriental weapon B
Sap 1 3 1d6(sd) 1d4(sd) 1' 2 lbs   B
*Siangham 3 2 1d6 1d4 1' 1 lbs   P
Shield, buckler 1 3 1 1 1' 1.5 lbs includes any 1' diameter hand held shields B
Shield, small steel 10 5 1d2 1d2 1' 5 lbs includes light metal shields B
Shield, small wooden 4 5 1d2 1d2 1' 4 lbs includes spiked bucklers B
Sword, short 10 3 1d6 1d8 2' 2 lbs includes other small swords, wakisashis, etc P
Sickle 6 3 1d4+1 1d4 1' 2 lbs   S
*Sword, wakizashi 50 3 1d8 1d8 2' 1.5 lbs *** weapon length/cat. changed *** P or S
Whip(dc) 1 5 1d4(sd) 1d2(sd) 10' 2 lbs also known as scourges S
Med. Melee Weapons Cost S.F. Dmg (S/M) Dmg (L) Length Weight Notes Type
Axe, battle 8 7 1d8 1d10 4' 6 lbs   S
Axe, stone 5sp 6 1d6 1d4 3' 6 lbs   B or S
Club --- 4 1d6 1d3 3' 3 lbs can be made out of almost any tree section B
Flail, footmans 10 7 1d6+1 1d4+1 4' 8 lbs   B
Mace, axe 12 8 2d4   4' 8 lbs   B or S
Mace, footmans 8 7 1d6+1 1d6 2.5' 4 lbs includes heavy maces B
Morningstar 8 7 2d4 1d6+1 4' 6 lbs   B or P
Pick, footmans 8 7 1d6+1 2d4 4' 6 lbs also known as heavy pick P
Shield, medium steel 15 10 1d4 1d4 3' 10 lbs   B
Shield, medium wooden 6 7 1d3 1d3 3' 8 lbs   B
Spear 1 6 1d6(#) 1d8(#) 5' 3 lbs   P
Sword, bastard 25 6 1d8 1d12 4.5' 4.5 lbs deals 2d4/2d8 damage when used two-handed S
Sword, broad 15 5 2d4 1d6+1 3.5' 3.5 lbs   S
Sword, falchion 17 5 1d6+1 1d4 5' 5 lbs   S
*Sword, katana 100 4 1d10 1d12 5' 4 lbs deals 2d6/2d6 damage when used two-handed S
Sword, long 15 5 1d8 1d12 3.5' 3 lbs   S
Sword, rapier 20 6 1d6 1d8 3.5' 2.5 lbs   P
Sword, scimitar 15 4 1d8 1d8 3' 3 lbs includes cutlasses, falchions, sabers, tulwars, etc. S
Trident 15 6 1d6+1 2d4 6' 4 lbs deals 1d8+1/2d4 damage when used two-handed P
*Waraxe, dwarven 30 8 1d10 1d12 4' 8 lbs *** weapon damages applied *** S
Warclub 2 7 1d6+1 1d4+1 4' 6 lbs as known as a large club B
Warhammer 10 4 1d6+1 1d4 5' 4 lbs *** weapon s/m dmg changed *** B
Lrg. Melee Weapons Cost S.F. Dmg (S/M) Dmg (L) Length Weight Notes Type
Axe, two-handed battle 15 8 1d10 2d8 7' 10 lbs also known as a great axe, includes all bardiches S
Axe, orc double 60 10 1d8/1d8 1d8/1d8 6' 14 lbs   S
*Chain, spiked 25   2d4 1d6 8' 7 lbs   P
Club, great --- 8 1d8 1d6 5' 8 lbs also known as a giant club B
Flail, dire 90 7 1d8/1d8 1d8/1d8 5' 9 lbs   B
Flail, great 12 7 1d10 1d8 5' 10 lbs also known as the heavy flail B
Glaive% 8 8 1d6 1d10 8' (10r) 9 lbs includes all variations S
Guisarme%(dc)(tc) 10 8 2d4 1d8 6' (10r) 11 lbs includes bill hooks, lochaber axes and voulges S
Halberd(tc) 10 9 1d10(#) 2d6(#) 5' (10r) 11 lbs includes most poleaxes P or S
*Hammer, gnome hooked(d) 20 4 1d8/1d6 1d8/1d6 4' 6 lbs very rare B/P
Hammer, Lucern 8 9 2d4(#) 1d6(#) 5' (10r) 8 lbs includes bec de corbins and crowbills B
Harpoon 20 7 2d4 2d6 7' 6 lbs includes modifed shorter versions P
Lance, light @ 6 6 1d6(#) 1d8(#) 10' (10r) 6 lbs may be used one-handed when mounted P
Lance, medium @ 10 7 1d6+1(#) 2d6(#)   10 lbs may be used one-handed when mounted  
Lance, heavy @ 15 8 1d8+1(#) 3d6(#) 14' (10r) 12 lbs may be used one-handed when mounted P
Lance, jousting @ 20 10 1d3-1(#) 1d2-1(#)   20 lbs may be used one-handed when mounted  
Longspear 5 8 2d6(#) 3d6(#) 8' (10r) 9 lbs includes awl pikes, partisans and ash spears P
Mancatcher** 30 7 --- --- 8' 8 lbs primarily used to dismount opponents -
Maul 4 8 2d4 1d10 5' 10 lbs head can vary in size from region to region B
*Maul, great 15 12 2d6 2d6+1 6' 20 lbs *** weapon damages applied *** B
Military Fork(tc)(dc)% 8 7 1d8(#) 2d4(#) 8' (10r) 8 lbs   P
*Naginata 8 7 1d8(#) 1d10(#) 7' 10 lbs oriental weapon S
Quarterstaff --- 4 1d6 1d6 5' 4 lbs also known as bo-staff or staff B
Ranseur(tc)(dc) 8 8 2d4 2d4 8' (10r) 12 lbs includes spetums P
Scythe(tc) 12 10 2d4 1d6 7' 10 lbs includes fauchards P or S
Sword, axe 20 10 1d8+1 1d12+1 6' 7 lbs   S
*Sword, great scimitar 60 9 2d6 4d4 6' 6 lbs   S
Sword, two-handed 30 10 1d10 3d6 6' 5.5 lbs aka great sword, includes claymores, khopesh, no dachi S
*Sword, tulwar 17 8 1d6+1 2d4 5' 4 lbs indian sword S
*Sword, two-bladed(d) 100   1d8/1d8 1d8/1d8 6' 8 lbs   S
*Three-piece-rod 2 7 1d6 1d4 5' 3 lbs oriental weapon B
*Urgrosh, dwarven(d) 50   1d8/1d6 1d8/1d6 4' 10 lbs specialty dwarf weapon S or P


(10r) This weapon allows its user to strike at a foe up to 10 feet away.
(tc) This weapon gives its user a +2 bonus to trip checks (See Overbear or Trip Attacks under Nonlethal Combat on page 58).
(dc) This weapon gives its user a +2 bonus to disarm checks (See Disarm under Nonlethal Combat on page 58).
(#) Does double damage if set against charging opponents. Lances do double damage on a mounted charge.
(sd) Deals subdual damage (See Pummel or Strike to Subdue under Nonlethal Combat page).
(d) Double weapon (double axes, double swords, dire fails etc. see two weapon fighting below).
% This weapon inflicts double damage against charging creatures of L or greater size.
@ This weapon deals double damage if used from a charging mount.
** This weapon can dismount a rider on a successful hit.
* This is an exotic weapon and can only be found in select parts of the realm
*** Weapon was house ruled to add greater historical accuracy and representation to for the realm
  • Almost all swords have had their weights changed as TSR was grossly off in their estimations, however weight still includes all standard accessories (scabards etc).
Missile Weapons Cost Speed Factor Dmg (S/M) Dmg (L) R.O.F Range Weight1 Type2
One-Handed Ranged Weapons
Crossbow, light 35 gp 7 --- --- 1 16 / 12 / 18 4 lb. *** weapon damages changed ***
Quarrel, light (10) 1 gp --- 1d6+1 1d8+1 --- --- 1 lb. P
Dagger 2 gp 2 1d4 1d3 2/1 1 / 2 / 3 1 lb P
Dart 5 sp 2 1d3 1d4 3/1 1 / 2 / 4 ½ lb. P
Harpoon 20 gp 7 2d4 2d6 1 2 / 4 / 6 6 lbs P
Javelin 1 gp 4 1d4 1d6 1 2 / 4 / 6 2 lb. P
Mace, horseman's 5 gp 6 1d6 1d4 1 2 / 3 / 4 6 lbs B
Rock --- 2 1d3 1d2 2/1 2 / 4 / 6 1 lb B
Spear 8sp 6 1d6 1d8 1 1 / 2 / 3 5 lb. P
Sling 5 cp 6 1d3 1d4 --- --- 0 lb. ---
Sling, stones (10) --- --- 1d4 1d4 1 5 / 10 / 20 ½ lb. B
Sling, bullets (10) 1 sp --- 1d4+1 1d6+1 1 4 / 8 / 16 ½ lb. B
Throwing/hand axe 1 gp 4 1d6 1d4 1 1 / 2 / 3 3 lbs S
Trident 15 gp 7 1d6+1 2d4 1 2 / 3 / 4 5 lbs P
Sling, bullets (10) 1 sp --- 1d4+1 1d6+1 1 4 / 8 / 16 ½ lb. B
Two-Handed Ranged Weapons
Crossbow, heavy 50 gp 10 --- --- 1/2 6 / 16 / 24 8 lb. *** weapon damages changed ***
Quarrel, heavy (10) 2 gp --- 1d8+1 1d10+1 --- --- 1 lb. ---
Longbow 75 gp 8 1d6 1d8 2/1 by arrow 3 lb. ---
Longbow, composite 100 gp 7 1d6 1d8 2/1 by arrow 3 lb. ---
Shortbow 30 gp 6 1d4 1d6 2/1 5 / 10 / 15 2 lb. ---
Shortbow, composite 75 gp 7 1d4 1d6 2/1 5 / 10 / 18 2 lb. ---
Arrows, flight (20) 1 gp --- --- --- --- 7 / 14 / 21 3 lb. P
Arrows, sheaf (20) 1 gp --- --- --- --- 5 / 10 /17 3 lb. P

Exotic Weapons

Cost Speed Factor Dmg (S/M) Dmg (L) R.O.F Range Weight1 Type2
Other Ranged Weapons
Blowgun 5 gp 5 --- --- 2/1 1/ 2 / 3 1 lb ---
Blowgun dart, barbed 1 sp --- 1d3 1d2 --- --- --- P
Blowgun dart, needle 2 cp --- 1 1 --- --- --- P
Bolas 5 gp 7 1d33 1d43 1 3 / 6 / 9 2 lb. B
Crossbow, hand 150 gp 5 --- --- 1 2 / 4 / 6 2 lb. P
Quarrel, hand (10) 1 gp --- 1d3 1d4 --- --- 1 lb. ---
Cho-ku-no 50 gp 6 1d8 1d10 2/1 10 / 20 / 30 12 lb. ---
Net 5 gp 10 --- --- 1 1 10 lb. ---
Shuriken (3) 1 gp 2 1d4 1d4 2 / 1 3 / 6 / 9 ½ lb. P
  • Weight figures are for medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  • When two weapon types are given, the weapon is both types if the entry specifies "and/or" either type (player’s choice at time of attack) if the entry specifies "or."
  • The weapon deals nonlethal damage rather than lethal damage.

This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price or more. A finely crafted weapon can range from 5x to 20x the regular cost of the weapon.


The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labeled "Dmg (M)" is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. For example a weapon damage column that display a 1d8/1d8, indicates a d8 damage for the first attack as well as the secondary attack. Always use the second damage figure given for the double weapon’s bonus attack.

Range Increment

Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.


This column gives the weight of a medium sized version of the weapon. Half this weight for small versions of this weapon and double the weight for large versions of the weapon.


Weapons are classified according to the type of damage they deal: bludgeoning (B), piercing (P), or slashing (S). Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.


Some weapons have special features. See the weapon descriptions for details.


The weapon tables list more than just the price of each item. It also gives other game information. Since each weapon is different, you should note this information separately for each weapon your character purchases or finds.

Weapon Sizes

All weapons are classed according to a size category T, S, M or L. Tiny weapons (T) include unarmed strikes, gauntlets and other weapons shorter than 1 foot in length (such as knives and daggers). Small (S) weapons are approximately two feet or less in size; Medium (M) weapons are two to five feet long; Large (L) weapons are generally six feet or greater in length. Polearms are usually 8 to 15 feet in length and allow characters to attack at foes from a distance. Of course once these foes advance to close quarters the polearm may no longer be used and a more suitable weapon needs to be employed. A character can always wield a weapon of a size equal to his own or less. Normally this requires only one hand, except for some missile weapons (bows and crossbows in particular). A character can also use a weapon one size greater than himself although it must be gripped with two hands. Beyond this size limit, the weapon is not usable without special means (most often magical).

Blowgun: Blowguns can fire two types of ammunition: a barbed dart suitable for hunting small fowl, and a needle for carrying poison. Most blowguns are six or seven feet in length, although assassins might carry a miniature weapon two feet long that can only fire needles. Blowgun ammunition is very light and cannot penetrate heavy armor. If a target is protected by heavy armor, the attacker suffers an additional –4 to his attack roll. Blowgun darts deal 1 point of damage on a hit, while needles deal no damage (unless poisoned).

Bows: Bows are grouped into short and longbows, with composite bows and stick bows of either type existing. Stick bows such as the English longbow are made from a single stave of wood while composite bows are made from several layers of wood and/or bone that grant the bow great strength and elasticity. All bows but longbows may be fired from the saddle, with horse nomads favoring recurved composite bows due to their greater range. All bows are limited by the strength of their wielder, with strength penalties applied to all bow damage. Only composite bows may be made to accommodate exceptionally strong bowmen. The materials and workmanship required to make such bows increases their cost by 25 gold pieces per point of strength bonus to damage permitted. As such, a composite shortbow made for a bowman with a 17 strength would cost 125 gold pieces (75 gold pieces for the bow + 50 gold for the 2 extra points of damage that the bow could deal).

Crossbow: Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. The light crossbow, also called a latch, must be braced against an object to be cocked with a lever mounted on the stock. The heavy crossbow has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is placed in a stirrup at the end of the crossbow while the cranequin is worked. Only fighters with weapon specialization may fire light crossbows more than once per round or heavy crossbows more than once every other round. Crossbows may be used in conjunction with small shields and may be fired from a prone position.

Garrote: Garrotes are ineffective melee weapons, requiring their wielder to surprise their opponent, striking from behind, and wrap the length of the garrote around their victim’s neck. Garrotes require two-hands to use and are ineffective against targets with neck armor (medium and heavy armors typically incorporate neck guards). Likewise, it is usually impossible to use a garrote against a target that is considerably (50%) taller or shorter than you. When used properly against a suitably vulnerable target, garrotes deal 1d4 points of subdual damage each round and render the target speechless. The target may attempt to break free of the garrote by foregoing their attack and winning an opposed strength check against their attacker. The attacker gets a +4 bonus to this check. If the garroted opponent wishes to strike his assailant, he may make unarmed attacks or attacks with a “light” weapon with a –4 penalty to hit as he flails blindly at his assailant. Wire garrotes cost twice as much as typical cord garrotes and deal 1 points of lethal damage each round in addition to the 1d3 points of subdual damage dealt by the garrote. Strength bonuses and penalties always apply to the damage dealt by garrote attacks.

Glaive: One of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.

Great Axe: Great axes are heavy, one-or two-bladed battle axes that require the use of two hands in combat. These heavy, cleaving blades evolved into one of the simplest of polearms, the bardiche, which is little more than an elongated battle axe. Bardiches are treated as great axes in all instances, despite their longer hafts.

Guisarme: Thought to have derived from a pruning hook, this is an elaborately curved heavy cleaving blade set atop a 7-8 foot pole. While convenient and handy, it is not very effective. Voulges and bill hooks are similar polearms, designed to pull riders from their saddles as well as cleave through enemy armor. They are popular weapons, easy to make and simple to learn.

Halberd: After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.

Lance: The different lances are rated according to size and sturdiness. Each type can be used only if the rider is on the same type of horse or a greater one. A man on a light warhorse could not effectively use a heavy horse lance, while all lances require that the rider be firmly in a saddle and using stirrups. A jousting lance is a heavy horse lance modified for use in tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust. In game terms, a jousting lance always does subdual damage on a successful hit (just as if the user were striking to subdue – see Pummel or Strike to Subdual on page ?? for more details).

Longspear: Essentially this is a spear of 12 to 20 feet in length. This weapon is quite similar to both the awl pike and partisan in its design and use. The awl pike, in particular, was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords. The partisan is slightly shorter, with an 8’ shaft on average and broader spear-head.

Lucern Hammer: Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. It, and the similarly designed bec de corbin, were mainly used to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.

Military Fork: This is one of the simplest modifications of a peasant's tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving often results in combining the fork with other weapons.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target that ignores their armor or shield bonuses to armor class. If you hit, the target must make a strength check at -5 or be effectively grappled by the net. If you control the trailing rope by succeeding on an opposed strength check while holding it, the netted creature can move only within the limits that the rope allows (moving only 5’ per round). If the netted creature attempts to cast a spell, it must make a concentration check with a -5 penalty or lose the spell. A netted creature can escape by succeeding at a strength or dexterity check with a -10 penalty or by using a light, edged weapon to cut through the net. The net takes 20 hit points of damage to cut through.

Polearms: A popular group of weapons during the ancient and medieval periods were the polearms. Their length was a distinct advantage and, for peasants, they were relatively easy to make. Thus, there came to be an abundance of polearms of different sizes and shapes. Due to their numbers, there is no standard system for naming polearms. The names used in this game might possibly be applied to other weapons elsewhere. Because of their length, all polearms are infantry weapons and require two hands to use. They are almost always the weapon of the common peasant and soldier, who, lacking a horse and heavy armor, needs some weapon to keep the enemy's knights at bay. Thus, most polearms are intended to be used in close-packed formations that present a forest of sharp points and wicked blades to any knight foolish enough to charge.

The following weapons are polearms: spears (all), glaives, guisarmes, halberds, hammers (lucern), lances, military forks, ranseurs, scythes and all weapons based upon or similar in design to these weapons.

Ranseur: Very much like the partisan and spetum, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor. Partisans with side tines may be treated as ranseurs.

Scythe: Scythes and fauchards are long, inward curving blades mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into a weapon of war.

Sword, Bastard: This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one or two-handed.

Whip: The whip is a dangerous weapon only in the hands of a highly skilled and well-trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. As such, a whip wielder suffers a -4 penalty to attack rolls made against opponents in medium or heavy armor. The whip also has another use. It can entangle an opponent’s limb(s) or weapon in order to make trip or disarm attacks.

Whip (Scourge): This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.

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World of Arkuth (The Sundered Lands) - Copyright © 2010-2012
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