Airbender's Staff

Two-Handed Simple Melee Weapon
Damage: 1d6/1d6
Critical: 20/x2
Range Increment: -
Type: Bludgeoning
Weight: 2 lbs
Cost: NA

Special
The Airbender Staff counts as a quarterstaff in terms of proficiency and weapon-based feats, and is always considered a masterwork weapon. The Airbender Staff can also unfold into a glider by pushing a simple lever in the side, allowing the airbender's ability to fly, though it doesn't grant any special benefits to non-airbenders.

The Airbending Staff is included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms.The staff also grants a +1 to any Airbending checks made while wielding it, and affects airbending seeds in different ways (see the individual seeds for details).

Boomerang

Exotic Ranged Weapon
Damage: 1d6
Critical: 20/x2
Range Increment: 40 ft
Type: Bludgeoning
Weight: 1 lb
Cost: 20 gp

Special: On a missed throw, a boomerang will return to its point of origin, arriving at the end of the thrower’s turn. The thrower must make a Dexterity check (DC 10) to successfully catch a returning boomerang. If unsuccessful, the boomerang lands on the ground in the thrower's square. A boomerang will not return quickly enough to allow the use of a single boomerang for iterative attacks. Additionally, a character with the Weapon Focus (boomerang) feat can accept a -5 penalty to his attack roll with the weapon to reduce an opponent’s cover by one step (full to partial, partial to none).

Dai Li Shackles

Earthbending Version
These shackles consist of expertly-crafted chains and manacles with small quantities of earth mixed in with the iron. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. Doing so requires a DC 15 Earthbending check. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful Earthbending check opposed by the target’s Strength check or Earthbending check (see the rules for contested bending). If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt.

Price: 200 gp Weight: 5 lbs

Non-Bending Version
These shackles consist of expertly-crafted chains and manacles with a powerful launching device at their base. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful opposed Strength check against the target. If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt.

Price: 300 gp Weight: 7 lbs

Projectile Net

Exotic Ranged Weapon
Damage: -
Critial: -
Range Increment: 30 ft
Type: -
Weight: 5 lb (not counting the weight of the ranged weapons used)
Cost: 20 gp (not counting the cost of the ranged weapons used)

Special
Projectile nets are used by archers desiring to capture rather than kill their opponents. They are uniquely crafted to allow the user (or users, in some cases) to launch them using bows or crossbows. Projectile nets are available in two versions, explained below.

The first version of the projectile net is designed to be launched using two light crossbows. It consists of a strong net attached to two grappling hook-shaped crossbow bolts. Because of its relatively compact construction and ease of use, a crossbow net can be fired by a single wielder.

The second version of the projectile net is designed to be launched by archers wielding longbows or shortbows. It consists of a strong net that can be attached to two normal arrows. Because firing a single bow requires two hands, this version of the projectile net can only be used by two archers working as a team, with one archer taking a readied action to make an attack at the same time as his or her teammate.

Successfully using either projectile net requires a ranged touch attack (in the second version, both archers must successfully make this attack). If the attack is successful, a single target of Medium size or smaller is considered entangled, and the wielder or wielders of the projectile net have all of the options available to someone using a
normal net.

Sandbender Capture Cord

Two-Handed Exotic Melee Weapon
Damage: -
Critical: -
Range Increment: 10 ft
Type: -
Weight: 6 lbs
Cost: 10 gp

Special
This useful item is essentially a bag of sand tied to the end of a long rope, and has been used by sandbender bandits for as long as memory serves. The cord is 50 feet long and can be used to make trip attacks because of the weight of the bag at the end. The main usage of this weapon is to trip and entangle opponents, as it does no actual damage. A capture cord is treated as a thrown weapon that can only be thrown a maximum distance controlled by the length of its rope. Using a sandbander capture cord provokes attacks of opportunity.

A sandbender capture cord can be used to make trip attacks. If a trip is successful, the target of the trip must make a DC 15 Escape Artist check as a move action or take a full-round action to escape from the rope wrapped around his feet. The rope may also be cut by dealing 6 points of damage to it with a slashing weapon.

The primary use of the Sandbender capture cord is to hogtie and capture animals for sale. In order to do this, you must make a ranged attack roll against a creature. If the attack roll succeeds, you may begin a grapple against the opponent. If multiple people use a capture cord in this way against a single opponent, then the highest grapple check is used as a base roll, and each additional combatant to successfully initiate a grapple grants a bonus of 2 + half his Strength bonus (rounded down, if any) to the main grapple.

Once pinned, an opponent may be tied up with a Use Rope check, though he may attempt a grapple or Escape Artist check to break free once per turn while this is taking place. Keep in mind that the overall grapple check will decrease if one of the rope users is the one to tie the knot.

Tiger Head Hook Swords

One-Handed Exotic Melee Weapon
Damage: 1d6 (primary) OR 1d4 (cross guard  and hilt spike)
Critical: 20/x2 (primary) OR 19-20/x2 (cross guard) OR 20/x3 (hilt spike)
Range Increment: -
Type: Slashing (primary and cross guard) OR Piercing (hilt spike)
Weight: 3 lbs
Cost: 800 gp

Special
Tiger Head Hook Swords are always sold as a set of two Masterwork weapons, which is reflected in the above cost.

The different blades of a set of Tiger Head Hook Swords are used for different purposes and have different benefits and drawbacks.  Only one blade may be used per round, with the player choosing which blade to employ at the beginning of his or her turn.  Striking with the primary blade (the long hooked blade) grants the wielder a +2 bonus to Trip and Disarm attempts.  Striking with the cross guard grants the user a +2 shield bonus to AC when fighting defensively, using Combat Expertise, or taking a total defensive action. Finally, the hilt spike may be used while grappling as a dagger, but striking with it outside of a grapple results in a -2 penalty to attack rolls.

Tiger Head Hook Swords count as one weapon for the purpose of
enhancements; while a one-handed weapon, you may wield two as if they were light weapons; may be used with weapon finesse, but not with power attack. All bonuses when wielding two Tiger Head Hook swords stack (i.e. you get +4 to Trip and Disarm attempts), but if you opt to drop a weapon due to a failed trip attempt, you must drop both if you used both bonuses. You may use the hooks to hang on to an outcropping, branch, etc.

Twin Dao and Dao

One-Handed Martial (dao) or Exotic Melee Weapon (twin dao)
Damage: 1d8
Critical: 18-20/x2
Range Increment: -
Type: Slashing
Weight: 4 lbs
Cost: 10 gp (dao) OR 400 gp (twin dao)

Special
The twin dao is both a single weapon and a set of two weapons. Both are masterwork, and fit into the same scabbard as though they were a single sword. Twin dao must be used as a set; attempting to use a single twin dao as a normal dao gives a -4 penalty to attack rolls due to the strange balance the swords have. A twin dao may, however, be used as a single sword when held together. All feats that apply to normal dao (such as Weapon Focus) also apply to twin dao, whether used as a single sword or when used as a set.

When used as a pair, one in each hand, however, the twin dao show their true colours. They are perfectly balanced for wielding in two hands; while they are one-handed weapons, they can be used as if they were light for the purposes of two-weapon fighting, but only when paired together. Additionally, the wielder may add their full strength bonus to damage to both dao as if wielding them in their primary hand.

Twin dao are a Fire Nation weapon. If the wielder is a Firebender, and has the Channel Blast feat, they may Firebend as normal even with both hands occupied.


War Fan
 

Light Exotic Melee Weapon
Damage: 1d4
Critical: 20/x2
Range Increment: 10 ft
Type: Slashing or Bludgeoning
Weight: 1 lb
Cost: 10 gp
Special:  A character proficient with a warfan gains a +1 shield bonus to his AC when wielding one or more warfans. When using Combat Expertise, fighting defensively, or taking a total defense action, this bonus increases to +2. Finally, airbenders can perform airbending forms while wielding warfans without penalty, and gain a +1 circumstance bonus to Airbending skill checks while wielding warfans.