SUPERIOR MELEE WEAPONS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Battle fan +2 d6 5 gp 1 lb. Light blade
Nunchaku +2 d6 2 gp 1 lb. Flail

Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Goad +2 d10 8 gp 15 lb. Hammer Reach
Guisarme +3 d8 9 gp 12 lb. Polearm, Spear Reach
Lucerne hammer +2 d8 15 gp 12 lb. Hammer, Polearm Reach
Mancatcher +2 d10 15 gp 12 lb. Polearm Reach
Manti +2 d8 15 gp 12 lb. Polearm, Spear Reach
Tower shield +2 d10 15 gp 12 lb. Hammer

SUPERIOR RANGED WEAPONS
Weapon Prof. Damage Range Price Weight Group Properties
Caber +2 d8 3/6 10 gp 14 lb. Mace
Harpoon +2 d8 6/12 12 gp 8 lb. Spear
Lasso +2 d4 5 4 gp 2 lb. Flail

Harpoon Pin Weapon Power
You hurl your harpoon, sticking an opponent to the floor or wall.
At-Will ♦ Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a harpoon.
Target: One creature
Attack: Strength vs. Reflex
Hit: Strength modifier damage, and the target is immobilized until the start of your next turn.
Special: While a creature is immobilized by this power, you are not wielding the harpoon and cannot use it to make attacks.

Caber Toss Weapon Power
Your caber flies through the air, clearing the way for your allies.
At-Will ♦ Weapon
Standard Action Area burst 1 within 5
Requirement: You must be wielding a caber.
Target: Each creature in burst
Attack: Strength vs. Fortitude
Hit: The target is knocked prone.

Armor Breach Weapon Power
You puncture an opponent's armor, opening it up for later attack.
At-Will ♦ Weapon
Standard Action Melee 2
Requirement: You must be wielding a lucerne hammer.
Target: One creature
Attack: Strength vs. AC
Hit: The target takes a -2 penalty to AC until the end of your next turn.

Goad Shove Weapon Power
Your weapon prods an enemy, maneuvering them to a more advantageous place.
At-Will ♦ Weapon
Standard Action Melee 1
Requirement: You must be wielding a goad.
Target: One creature
Attack: Strength vs. Will
Hit: You push the target 1 square.

Elegant Distraction Weapon Power
Your battle fan obscures your movements, making it easier for you to escape or attack.
At-Will ♦ Weapon
Standard Action Melee 1
Requirement: You must be wielding a battle fan.
Target: One creature
Attack: Dexterity vs. Will
Hit: The target cannot make attacks of opportunity against you until the end of your next turn.

Kneebreaker Weapon Power
Your nunchaku hits your enemy in a sensitive area, knocking it senseless.
Encounter ♦ Weapon
Standard Action Melee weapon
Requirement: You must be wielding a nunchaku.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: The target is dazed until the start of your next turn.

Guisarme Trip Weapon Power
You hook your weapon around the target's leg, pulling it off-balance.
At-Will ♦ Weapon
Standard Action Melee weapon
Requirement: You must be wielding a guisarme.
Target: One creature
Attack: Strength vs. Reflex
Hit: The target is knocked prone.

Mancatcher Drag Weapon Power
You attach your mancatcher to an enemy and pull it within your reach.
At-Will ♦ Weapon
Standard Action Melee weapon
Requirement: You must be wielding a mancatcher.
Target: One creature
Attack: Strength vs. Fortitude
Hit: The target is pulled 1 square to a square adjacent to you.

Lariat Weapon Power
Your lasso wraps around a target, keeping them close to you.
At-Will ♦ Weapon
Standard Action Ranged 5
Requirement: You must be wielding a lasso.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: Until the start of your next turn, the target is unable to move farther from you than where they started their turn. The target can make an escape attempt to end this effect.
Sustain Standard: The effect persists.
Special: While a creature is affected by this power, you are not wielding the lasso and cannot use it to make attacks.

Manti Defense Weapon Power
Your manti lets you defend against incoming enemies.
At-Will ♦ Weapon
Immediate Interrupt Melee weapon
Requirement: You must be wielding a manti.
Trigger: A charging enemy enters a square adjacent to you.
Target: The triggering creature.
Attack: Constitution vs. Fortitude
Hit: The target does not gain any bonus to its attack or damage from charging.

Shield Cover Weapon Power
You hide behind your shield, increasing your defenses against one enemy in particular.
At-Will ♦ Weapon
Standard Action Close burst 5
Requirement: You must be wielding a tower shield.
Target: One creature within burst
Effect: Until the start of your next turn, you gain total cover against the target and cover against all other creature within the burst.