Alchemist's Arrow
Burst into flame 1 round after impact, for 1d4 damage. Target can spend a full round-action to put out the fire (reflex vs. DC 15) before taking this damage.
Battlepick, Gnome
Crafted and weighted for small creatures only. Small creatures can use the weapon 2-handed as a 'martial' weapon.
Bladed Gauntlet
Has two cruelly sharpened blades extending from the back of the wrist following the lines of the forearm. (Note that the bladed gauntlet's threat range for criticals has been reduced for the Stormkeep Campaign, use the modified threat-range from this table, NOT the information from S&F)
Bolas, 2 ball
A successful ranged touch attack, if hit, trips the opponent. If the opponent fails a grapple check vs. the attack roll, opponent is pinned by the bolas as well. Only works against medium-size or smaller opponents. An opponent can extricate himself from bolas as a full-round action, automatically.
Bolas, Barbed
As Bolas, 2 ball above, but does more damage due to wicked barbs on the ends.
Boomerang
Returns to its thrower on a MISS. To catch it, the character must make a attack roll (as if he were throwing it) and hit AC10. Failure means the boomerang lands 10 feet away from him.
Buckler Axe, Dwarven
This small shield is also fitted with a wicked axe blade along one of its edges, providing a nice emergency weapon.
Chain-and-dagger
+2 bonus on opposed attack when attempting a disarm (including the roll to keep from being disarmed yourself). Can also use the weapon to perform a trip, getting a +2 bonus. If you are tripped in retaliation of your trip action, can opt to drop the chain-and-dagger instead of being tripped.
Climbing Staff, Elven
This special elven double-weapon is a 6' long staff, tipped with a hook. Its primary purpose is to aid climbing into and through the trees, and as such is favored by elven scouts and lookouts. Elves who utilize this tool often, however, get training in its use as a weapon as well. As long as you're going to lug it about, you may as well learn to fight with it, they figure. Fortunately for them, it proves to be as effective as a weapon as it is as a tool.
Chatkcha
A three-pointed wedge, this weapon returns to its thrower on a miss. Catching it requires an attack vs. AC10. Failure indicates it land on the ground 10' away from the thrower. Nonproficient users trying to catch a returning Chatkcha take damage from its sharp edges.
Crescent Knife
A crescent shaped blade attacked to a cross-shaft, allowing its user to make two simultaneous attack rolls each time he attacks with it. (it reminds me of a certain Klingon weapon...)
Crossbow, Great
A huge 2 handed beast of a crossbow, this x-bow is loaded via a winch, is a full round action to load, and provokes AoO.
Crusher, Orc
Heavy, clublike weapon, it is used in a way unlike any other weapon. It allows attacks over Medium sized or smaller allies in front of its wielder with no penalties.
Duom
Longspear with a standard spearhead and 2 long blades curving backward along the shaft, which can be used to attack adjacent foes, as well as possessing the longspears natural reach. Apply a +2 bonus ot the first attack made vs. an adjacent opponent.
Elven Arrows
Blunt Arrows: Masterwork Arrows with special wooden tips that do subdual damage instead of normal.
Flight Arrows: Masterwork arrows crafted especially light and aerodynamic, increasing a bow's range increment.
Signal Arrow: Masterwork arrow designed to emulate birds' calls when fired. The intricate design makes them clumsy in flight, however, resulting in a -2 penalty if they are used to attack.
Smoke Arrow: Essentially a smokestick (see PHB, p.114) in the shape of an arrow. It does no damage, but results in the smoke being emitted in a 10-foot cube where it strikes.
Thunder Arrow: An arrow with thunderstones (PHB, P.114) on their tips, thunder arrows do no damage but the thunderstone's sonic attack is triggered on impact.
Fukimi-Bari (Mouth Dart)
Can fire up to three mouth darts per attack (all at the same target). Do not apply str. modifier to to damage rolls. Cost and wieght indicated are for a single mouth dart.
Fullblade (Ogre's Greaatsword)
18 inches longer than a greatsword, it is too large for a medium-size creature to use without very special training. (Exotic weapon feat) (Medium sized cannot use it one-handed at all).
Large creatures may use it one handed, but require the special training (exotic weapon feat) to avoid the -4 non-roficiency penalties. Large creatures may use it as a 2-handed weapon as a martial weapon.
Gyrspike
Double weapon, one end of the shaft holds a fail and the other a longsword. Grants bonuses to disarm and trip identical to Dagger and Chain (above).
Gythka
A polearm with razor-sharp slashing blades, it is useful for making trip attacks. If you are tripped in retaliation of your trip attempt, you may drop the weapon instead of being tripped.
It is also a double weapon, allowing 2 trip attempts as a full round action, in place of making normal attacks.
Harpoon
Intended for use in hunting whales and other large sea creatures, this weapon can be used on dry land too. See Sword and Fist for all the details.
Lajatang or Halfling Lajatang
A staff with a crescent shaped blade at each end, it is a double weapon.
A monk may use the lajatang as a 'monk preferred' weapon, using her unarmed BAB, more favorable attacks per round, etc. Note, the monk MUST take Exotic weapon proficiency with this weapon to do this.