Sources mined so far: PHB, Sandstorm, Stormwrack, Planar Handbook Complete Adventurer, Complete Warrior.
There are a number of standard properties common to many different weapons. Rather than list detailed descriptions each time the weapon appears, it is easier to just give the weapons one or more keywords, and refer to a separate section for their meanings. This is that separate section.
- trip - This weapon does not provoke attacks of opportunity if used to trip an opponent. If you fail in your trip attempt, and your opponent succeeds in his counter-trip attempt, you may drop the weapon to avoid being tripped.
- disarm +n - Your weapon gets a bonus on all rolls to disarm an opponent, or to resist being disarmed.
- resist disarm +n - Your weapon gets a bonus on all rolls resist being disarmed. It has no bonus on attempts to disarm an enemy.
- locked - Your weapon is firmly attached to your hand. Short of physically amputating the arm or hand, you cannot be disarmed.
- monk - This weapon can be used in conjunction with the monk's flurry of blows special ability. (nb. This weapon property needs to be re-written, as the monk class has been replaced by the mystic).
- double - This weapon can be used to attack with either end. You may fight as if armed with a single weapon, or as if armed with two weapons, attacking once with each end.
- finesse - Attack rolls with this weapon use Dexterity, not Strength.
- reach (n) - This is a reach weapon. The default value allows attacks against targets exactly 2 squares (10 feet) away. If a number is specified, this indicates the range (in squares) at which attacks can be made. There is an additional capability if the weapon also has the set vs charge property (see below).
- DR bypass - This weapon is especially good at getting past armour-based DR. Normally, a weapon ignores any armour-based DR on a natural attack roll of 20. These weapons ignore any armour-based DR on any successful attack roll in which an even number was rolled.
- crit ×n - This weapon deals extra-devastating critical hits. Instead of dealing x2 damage on a critical hit, the damage is multiplied by the number indicated.
- set vs charge - If you use a ready action to prepare and do not move, you can deal double damage against a charging enemy. Additionally, if the weapon also has reach, and you hit the charging opponent when you use the set vs charge manoeuvre, his charge is checked at a distance. He may make an immediate sunder attempt against your weapon, and finish his charge if he manages to destroy your weapon.
- throwable - This melee weapon can be thrown.
- 1H or buckler - This item can be used as either a one-handed (usually light, depends on item's overall size) weapon to attack, or as a buckler shield. You can change mode from round to round. If you do not declare, the DM should assume you are using it in the same mode as the previous round.
- light - a weapon generally about 1-2 feet in overall length, with a grip that allows it to be wielded with one hand only.
- one-handed - a weapon generally about 2-4 feet in overall length, with a grip that allows it to be wielded with one hand only.
- versatile - a weapon generally about 2-4 feet in overall length, with a grip that allows it to be wielded with either one or two hands.
- two-handed - a weapon generally about 4-8 feet in overall length, with a grip that requires it to be wielded with two hands.
- Maces (and Clubs)
- Picks (and Sickles)
- Flails (and Chains)
- Whips (issue: merge whips and chains into one proficiency group?)
- Slings (and Spear Throwers)
- Blowguns (and blown weapons)