Pathfinder light weapon

Pathfinder light weapon DEFAULT

Pathfinder

From the common Longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.

All weapons deal hit point Damage. This Damage is subtracted from the current Hit Points of any Creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another Attack Roll is made, using the same modifiers as the original Attack Roll. If this second Attack Roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional Damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close Combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or Wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other Classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. A character who uses a weapon with which he is not proficient takes a –4 Penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a Creature 10 feet away, but not a Creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a Creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon Combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A Creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, Shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to Damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 Penalty on the Attack Roll. Throwing a light or one-handed weapon is a standard Action, while throwing a two-handed weapon is a full-round Action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double Damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, Halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on Damage rolls with a projectile weapon unless it's a specially built composite Shortbow or Longbow, or a sling. If the character has a Penalty for low Strength, apply it to Damage rolls when he uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: Arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and Halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an Action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, Shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in Combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to Damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to Damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee Combat, add 1-1/2 times the character's Strength bonus to Damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to Damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the Creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A Creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 Penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the Creature isn't proficient with the weapon, a –4 nonproficiency Penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the Creature for which the weapon was designed. For example, a Small Creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the Creature can't wield the weapon at all.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in Combat. Because such objects are not designed for this use, any Creature that uses an improvised weapon in Combat is considered to be nonproficient with it and takes a –4 Penalty on attack rolls made with that object. To determine the size category and appropriate Damage for an improvised weapon, compare its relative size and Damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double Damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

Cost: 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, such as a scabbard or quiver.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Medium Weapon DamageTiny Weapon DamageLarge Weapon Damage
1d21d3
1d311d4
1d41d21d6
1d61d31d8
1d81d42d6
1d101d62d8
1d121d83d6
2d41d42d6
2d61d83d6
2d81d103d8
2d102d64d8

Dmg: These 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. Use the second Damage figure given for the double weapon's extra attack. Table: Tiny and Large Weapon Damage gives weapon Damage values for Tiny and Large weapons.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the Damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra Damage over and above a weapon's normal Damage is not multiplied when you score a critical hit.

×2: The weapon deals double Damage on a critical hit.

×3: The weapon deals triple Damage on a critical hit.

×3/×4: One head of this double weapon deals triple Damage on a critical hit. The other head deals quadruple Damage on a critical hit.

×4: The weapon deals quadruple Damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double Damage on a critical hit.

18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double Damage on a critical hit.

Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 Penalty for each full range increment (or fraction thereof) of distance to the target. For example, a Dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 Penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon's Description for details.

Type: Weapons are classified according to the type of Damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some Monsters may be resistant or immune to attacks from certain types of weapons.

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

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

Special: Some weapons have special features in addition to those noted in their descriptions.

Brace: If you use a readied Action to set a brace weapon against a Charge, you deal double Damage on a successful hit against a charging character (see Combat).

Disarm: When you use a Disarm weapon, you get a +2 bonus on Combat Maneuver Checks to Disarm an enemy.

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Monk: A monk weapon can be used by a monk to Perform a flurry of blows (see Classes).

Nonlethal: These weapons deal nonlethal Damage (see Combat).

Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Weapon Descriptions

Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.B
Unarmed strike1d21d3×2Bnonlethal
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.P or S
Dagger, punching2 gp1d31d4 ×31 lb.P
Gauntlet, spiked5 gp1d31d4×21 lb.P
Mace, light5 gp1d41d6×24 lbs.B
Sickle6 gp1d41d6×22 lbs.Strip
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lbs.B
Mace, heavy12 gp1d61d8×28 lbs.B
Morningstar8 gp1d61d8×26 lbs.B and P
Shortspear1 gp1d41d6×220 ft.3 lbs.P
Two-Handed Melee Weapons
Longspear5 gp1d61d8×39 lbs.Pbrace, reach
Quarterstaff1d4/1d41d6/1d6×24 lbs.Bdouble, monk
Spear2 gp1d61d8×320 ft.6 lbs.Pbrace
Ranged Weapons
Blowgun2 gp11d2×220 ft.1 lb.P
Darts, Blowgun (10)5 sp
Crossbow, Heavy50 gp1d81d1019–20/×2120 ft.8 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, Light35 gp1d61d819–20/×280 ft.4 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.P
Javelin1 gp1d41d6×230 ft.2 lbs.P
Sling1d31d4×250 ft.B
Bullets, Sling (10)1 sp5 lbs.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Axe, Throwing8 gp1d41d6×210 ft.2 lbs.S
Hammer, light1 gp1d31d4×220 ft.2 lbs.B
Handaxe6 gp1d41d6×33 lbs.S
Kukri8 gp1d31d418–20/×22 lbs.S
Pick, Light4 gp1d31d4×43 lbs.P
Sap1 gp1d41d6×22 lbs.Bnonlethal
Shield, lightspecial1d21d3×2specialB
Spiked Armorspecial1d41d6×2specialP
Spiked Shield, lightspecial1d31d4×2specialP
Starknife24 gp1d31d4×320 ft.3 lbs.P
Sword, Short10 gp1d41d619–20/×22 lbs.P
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lbs.S
Flail8 gp1d61d8×25 lbs.BDisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Pick, Heavy8 gp1d41d6×46 lbs.P
Rapier20 gp1d41d618–20/×22 lbs.P
Scimitar15 gp1d41d618–20/×24 lbs.S
Shield, heavyspecial1d31d4×2specialB
Spiked Shield, heavyspecial1d41d6×2specialP
Trident15 gp1d61d8×210 ft.4 lbs.Pbrace
Warhammer12 gp1d61d8×35 lbs.B
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lbs.S
Glaive8 gp1d81d10×310 lbs.Sreach
Greataxe20 gp1d101d12×312 lbs.S
Greatclub5 gp1d81d10×28 lbs.B
Flail, heavy15 gp1d81d1019–20/×210 lbs.BDisarm, trip
Greatsword50 gp1d102d619–20/×28 lbs.S
Guisarme9 gp1d6 2d4×312 lbs.Sreach, trip
Halberd10 gp1d81d10×312 lbs.P or Sbrace, trip
Lance10 gp1d61d8×310 lbs.Preach
Ranseur10 gp1d62d4×312 lbs.PDisarm, reach
Scythe18 gp1d62d4×410 lbs.P or Strip
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Longbow, composite100 gp1d61d8×3110 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow30 gp1d41d6×360 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow, composite75 gp1d41d6×370 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Kama2 gp1d41d6×22 lbs.S monk, trip
Nunchaku2 gp1d41d6×22 lbs.BDisarm, monk
Sai1 gp1d31d4×21 lb.BDisarm, monk
Siangham3 gp1d41d6×21 lb.Pmonk
One-Handed Melee Weapons
Sword, Bastard35 gp1d81d1019–20/×26 lbs.S
Waraxe, Dwarven30 gp1d81d10×38 lbs.S
Whip1 gp1d21d3×22 lbs.SDisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, Orc Double60 gp1d6/1d61d8/1d8×315 lbs.Sdouble
Chain, spiked25 gp1d62d4×210 lbs.PDisarm, trip
Curve Blade, Elven80 gp1d81d1018–20/×27 lbs.S
Flail, dire90 gp1d6/1d61d8/1d8×210 lbs.BDisarm, double, trip
Hammer, gnome hooked20 gp1d6/1d41d8/1d6×3/×46 lbs.B or Pdouble, trip
Sword, Two-Bladed100 gp1d6/1d61d8/1d819–20/×210 lbs.Sdouble
Urgrosh, Dwarven50 gp1d6/1d41d8/1d6×312 lbs.P or Sbrace, double
Ranged Weapons
Bolas5 gp1d31d4×210 ft.2 lbs.Bnonlethal, trip
Crossbow, Hand100 gp1d31d419–20/×230 ft.2 lbs.P
Bolts (10)1 gp1 lb.
Crossbow, Repeating Heavy400 gp1d81d1019–20/×2120 ft.12 lbs.P
Bolts (5)1 gp1 lb.
Crossbow, Repeating Light250 gp1d61d819–20/×280 ft.6 lbs.P
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lbs.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Pmonk
Sling staff, Halfling20 gp1d61d8×380 ft.3 lbs.B
Bullets, Sling (10)1 sp5 lbs.
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, Masterwork Armor and shields have lessened armor check penalties.

Sours: https://roll20.net/compendium/pathfinder/Weapons

Pathfinder – How to Play – Weapons

Last Updated: September 26, 2021

Weapons are exactly what you think they are: something to cut, stab, bludgeon, maim, or otherwise harm other things until they run out of hit points.

The full list of Weapons is available on the Weapons page of the Pathfinder SRD.

Proficiency

Weapons fall under three proficiency groups: Simple, Martial, and Exotic Weapons.

Simple Weapons

Generally easy to use, and include weapons like maces, spears, and crossbows. Most classes are proficient with simple weapons.

Martial Weapons

More difficult to use, and are generally used by martial-focused characters like Fighters and Barbarians. Martial Weapons typically do more damage than Simple Weapons, and some Martial weapons have special rules which give the user bonuses when attempting to use Trip, Disarm, or other Combat Maneuvers.

Exotic Weapons

Uncommon and difficult to use, most characters will need to spend a Feat to get Exotic Weapon Proficiency with the weapon that they want to use. Some Exotic Weapons only provide a tiny bit more damage than their Martial equivalent (Longsword vs. Bastard Sword), so don’t be tempted by those weapons. Good Exotic Weapons generally have a special rule which makes them appealing. Check the descriptions of Exotic Weapons before considering one.

Unarmed/Natural Attacks

All characters are proficient with unarmed strikes and any natural weapons they gain, such as claws or a bite.

A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee. Melee weapons that can also be thrown effectively will list a range in the Range column, but any object can be thrown at a -4 penalty.

Special Weapon Types

In addition to being a melee/ranged weapon, weapons can have other special rules which make them useful for certain purposes.

Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, allowing medium creatures to strike a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Reach weapons are good for characters who need to defend weaker characters because they make it more difficult for enemies to move past you without being attacked.

Double Weapons

Dire flails, gnome hooked hammers, and two-bladed swords are examples of double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Because most characters need to spend a feat to gain proficiency with any double weapon except a quarterstaff, most people who use two-weapon fighting don’t both using a double weapon. Instead, pick up two light weapons like short swords or daggers.

Thrown Weapons

Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). Drawing a thrown weapon is a move action (like any other weapon), so if you want to throw lots of weapons, consider picking up the Quick Draw feat. Also note that you use Dexterity for your attack roll when throwing a weapon, but still use Strength for damage.

It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on the following weapon tables), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. This also applies to throwing improvised weapons like chairs, rocks, or glass bottles.

Projectile Weapons

Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it’s a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling.

Ammunition

Projectile weapons use ammunition, such as arrows for bows, bolts for crossbows, darts for blowguns, or sling bullets for slings. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown (meaning that they are destroyed if they hit, and have a 50% chance to survive a miss).

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light:

A light weapon is used in one hand. It is easier to use in you off hand than a one-handed weapon is, and can be used while grappling. Add the wielder’s Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half the wielder’s Strength modifier if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier applies as though the weapon were held in the wielder’s primary hand only. You can use the Weapon Finesse Feat with light weapons to use your Dexterity bonus for attack rolls instead of your Strength modifier, but not for the damage modifier. You can use light weapons in two hands, but gain no benefit for doing so.

An unarmed strike is always considered a light weapon.

One-Handed

A one-handed weapon can be used in one hand, but is typically heavier than a one-handed weapon. Add the wielder’s Strength modifier to attack and damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or half his Strength modifier if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength modifier to damage rolls made with that weapon.

Two-Handed

Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength modifier to damage rolls for melee attacks with such a weapon. Remember that you can’t use a shield (not even a buckler) with a two-handed weapon, so choosing to use a two-handed weapon means that you are sacrificing a bit of AC to do more damage.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon’s size category isn’t the same as its size as an object. In general, a light weapon is an object two size categories smaller than the wielder (tiny for a medium short sword), a one-handed weapon is an object one size category smaller than the wielder (small for a medium longsword), and a two-handed weapon is an object of the same size category as the wielder (medium for a medium greatsword).

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies. There is rarely a good reason to use weapons of the wrong size, so try to avoid doing it if you can.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature wields a Medium one-handed weapon as a two-handed weapon (it still takes the –2 penalty for using an inappropriately sized weapon). If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat— commonly bottles, chair legs, stray femurs, and that sort of thing. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a critical threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Price

This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price. Regardless of size, masterwork weapons cost 300gp more.

Dmg

These columns give the base 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 in the same column, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.

Critical

The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage dice (such as sneak attack damage or bonus damage from the flaming weapon quality) are not multiplied when you score a critical hit.

×2: The weapon deals double damage on a critical hit. Some weapons deal triple or quadruple damage.

×2/×3: One head of this double weapon deals double damage on a critical hit. The other head deals triple damage. Some double weapons’ heads deal triple and quadruple damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit.

For details on how critical hits work, see the Combat section of this guide.

Range

Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments.

Weight

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details.

Type

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

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

In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, when wielding a Morningstar against a skeleton, it is better to deal bludgeoning damage to break their bones because skeletons are resistant to piercing and slashing damage.

Special

Some weapons have special features in addition to those noted in their descriptions.

Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. Remember that this bonus does not stack with the shield bonus provided by a shield.

Brace: If you use a readied action to set a Brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Disarm: When you use this weapon, you get a +2 bonus on Combat Maneuver checks to disarm an enemy.

Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Fragile: Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description.

If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.

Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you’re grappling is no longer within the weapon’s reach, you end the grapple with that action.

Monk: A monk weapon can be used by a monk to perform a Flurry of Blows.

Nonlethal: These weapons deal nonlethal damage.

Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a Performance Combat check, you gain a +2 bonus on that check. If you don’t know what Performance Combat is, don’t worry about it.

Reach: You can use a Reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.

Trip: When you use a Trip weapon to make a Trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Without using magic, you can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon.

The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (and effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Special Armor and Weapon Materials

Armor and Weapons can be made from a variety of special materials which can improve their effectiveness for additional cost. For the full list of special materials, see the Special Materials page of the Pathfinder SRD. Here are some examples of special materials which you will commonly see in Pathfinder campaigns:

  • Adamantine: Martial characters like Fighters and Barbarians love adamantine weapons because they ignore the hardness of most objects, allowing you to carve through floors and walls like butter.
  • Alchemical Silver: Alchemical Silver weapons overcome the damage reduction of some creatures, including Lycnathropes (werewolves) and some Devils.
  • Cold Iron: Important for overcoming the DR of chaotic creatures like Demons and Fey. Note that Cold Iron weapons cost more to enchant, but because they’re so cheap it’s easy to carry a mundane cold iron weapon in case you happen to need it.

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Weapons

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Martial Weapons

(Martial)
Light Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe, boarding6 gp1d41d6x33 lbs.P or SPPZO94102
Axe, throwing8 gp1d41d6x210 ft.2 lbs.SPZO1110
Blade boot25 gp1d31d4x22 lbs.Psee textPPZO9410
Cat-o’-nine-tails1 gp1d31d4x21 lb.Sdisarm, nonlethalPPZO94102
Claw blades305 gp1d31d4x22 lbs.B or Ssee textPZO1121
Dagger, dueling12 gp1d31d419–20/×210 ft.1 lb.P or Ssee textPPZO94102
Dogslicer8 gp1d41d619-20/x21 lb.SfragilePZO1121
Hammer, light1 gp1d31d4x220 ft.2 lbs.BPZO1110
Gladius15 gp1d41d619-20/x23 lbs.P or SperformancePZO1118
Handaxe6 gp1d41d6x33 lbs.SPZO1110
Katar, tri-bladed6 gp1d31d4×42 lbs.PPPZO94102
Knife, switchblade5 gp1d31d419-20/x210 ft.1 lb.PPPZO9410
Kobold tail attachment, long lash15 gp1d41d6x21 lb.SreachPZO1121
Kobold tail attachment, (pounder)1 gp1d61d8x24 lbs.BPZO1121
Kobold tail attachment, (razored)3 gp1d61d819-20/x22 lbs.SPZO1121
Kobold tail attachment, (spiked)3 gp1d61d8x32 lbs.PPZO1121
Kobold tail attachment, (sweeper)7 gp1d41d6x23 lbs.BtripPZO1121
Kukri8 gp1d31d418–20/x22 lbs.SPZO1110
Machete10 gp1d41d619-20/x22 lbs.SPZO9468
Pick, light4 gp1d31d4x43 lbs.PPZO1110
Ratfolk tailblade11 gp1d21d3x21/2 lb.SPZO1121
Sap1 gp1d41d6x22 lbs.BnonlethalPZO1110
Sea-knife8 gp1d31d419-20/x21 lb.SPZO1121
Shield, light3 gp/9 gp1d21d3x2specialBPZO1110
Spiked armorspecial1d41d6x2specialPPZO1110
Spiked shield, light13 gp/19 gp1d31d4x2specialPPZO1110
Starknife24 gp1d31d4x320 ft.3 lbs.PPZO1110
Sword, short10 gp1d41d619-20/x22 lbs.PPZO1110
War razor8 gp1d31d419-20/x21 lb.SPZO9226-Revised
(Martial)
One-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Ankus8 gp1d61d8x25 lbs.Pdisarm, tripPZO9468
Battleaxe10 gp1d61d8x36 lbs.SPZO1110
Combat scabbard1 gp1d41d6x21 lb.Bimprovised, see textPPZO9410
Cutlass15 gp1d41d618-20/x24 lbs.SPPZO94102
Flail, light8 gp1d61d8x25 lbs.Bdisarm, tripPZO1110
Gandasa15 gp1d62d4x34 lbs.SPZO9468
Klar12 gp1d41d6x26 lbs.SPZO9226-Revised
Longsword15 gp1d61d819-20/x24 lbs.SPZO1110
Manople17 gp1d61d8x24 lbs.P or Sblocking, disarmPZO9468
Pick, heavy8 gp1d41d6x46 lbs.PPZO1110
Rapier20 gp1d41d618–20/x22 lbs.PfinessePZO1110
Scabbard, combat (sharpened)10 gp1d41d6x21 lb.Ssee textPPZO9410
Scimitar15 gp1d41d618–20/x24 lbs.SPZO1110
Scizore20 gp1d81d10x23 lbs.PPZO1118
Shield, heavyspecial1d31d4x2specialBPZO1110
Spiked shield, heavy17 gp/30 gp1d41d6x2specialPPZO1110
Sword cane45 gp1d41d6x24 lbs.Psee textPZO1115
Terbutje5 gp1d61d819-20/x22 lbs.SfragilePPZO9410
Terbutje, steel20 gp1d61d819-20/x24 lbs.SPPZO9410
Trident15 gp1d61d8x210 ft.4 lbs.PbracePZO1110
Warhammer12 gp1d61d8x35 lbs.BPZO1110

FAQ

What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

[Source]

(Martial)
Two-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Bardiche13 gp1d81d1019-20/x214 lbs.Sbrace, reach, see textPZO1115
Bec de corbin15 gp1d81d10x312 lbs.B or Pbrace, reach, see textPZO1115
Bill11 gp1d61d8x311 lbs.Sbrace, disarm, reach, see textPZO1115
Earth breaker40 gp1d102d6x314 lbs.BPZO9226-Revised
Falchion75 gp1d62d418–20/x28 lbs.SPZO1110
Flail, heavy15 gp1d81d1019-20/x210 lbs.Bdisarm, tripPZO1110
Glaive8 gp1d81d10x310 lbs.SreachPZO1110
Glaive-guisarme12 gp1d81d10x310 lbs.Sbrace, reach, see textPZO1115
Greataxe20 gp1d101d12x312 lbs.SPZO1110
Greatclub5 gp1d81d10x28 lbs.BPZO1110
Greatsword50 gp1d102d619-20/x28 lbs.SPZO1110
Guisarme9 gp1d62d4x312 lbs.Sreach, tripPZO1110
Halberd10 gp1d81d10x312 lbs.P or Sbrace, tripPZO1110
Hammer, lucerne15 gp1d101d12x212 lbs.B or Pbrace, reach, see textPZO1115
Horsechopper10 gp1d81d10x312 lbs.P or Sreach, tripPZO1121
Lance10 gp1d61d8x310 lbs.PreachPZO1110
Ogre hook24 gp1d81d10x310 lbs.PtripPZO9226-Revised
Pickaxe14 gp1d61d8x412 lbs.PPAP14
Planson10 gp1d81d10x210 lbs.B or PbracePZO9468
Ranseur10 gp1d62d4x312 lbs.Pdisarm, reachPZO1110
Scythe18 gp1d62d4x410 lbs.P or StripPZO1110
Spear, syringe100 gp1d61d8x320 ft.6 lbs.Pbrace, see textPPZO9410
(Martial)
Ammunition
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Arrows, common (20)1 gp3 lbs.PPZO1110
Arrows/bolts, barbed (20)2 gpsee textsee textsee textsee text3 lbs.PgrapplePPC:RTT
Arrow, bleeding (1)360 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows, blunt (20)2 gp3 lbs.Bsee textPZO1115
Arrow, distance (iron-tipped) (20)1 gp4 lbs.PRG:UC
Arrow, durable (1)1 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, dye (1)1 gpsee textsee textsee textsee text4 lbs.see textPPC:Elves
Arrows, flight (20)2 gpsee text3 lbs.Psee textPZO1115
Arrows/bolts, incendiary (20)10 gpsee textsee textsee textsee text3 lbs.see textsee textPPC:RTT
Arrow, lodestone (1)10 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, pheromone (1)15 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows/bolts, pronged (20)2 gpsee textsee textsee textsee text3 lbs.see textsee textPPC:RTT
Arrow, raining (1)30 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, slow burn (1)150 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, smoke (1)10 gpPsee textPZO1115
Arrow, splintercloud (1)25 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, tanglefoot (1)20 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, thistle (1)1 gp0.15 lbsPsee textPPZO9410
Arrow, throwing (1)5 spsee textsee textsee textsee text1/2 lb.see textsee textPPC:RTT
Arrow, trip (1)25 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows, whistling (20)2 gp3 lbs.PZO1118

Exotic Weapons

(Exotic)
Light Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Aklys5 gp1d41d6x220 ft.2 lbs.Bperformance, tripPZO1118
Axe-Gauntlet, Dwarven Light16 gp1d41d6x35 lbs.Sblocking, disarmPPC:HftF
Axe, knuckle9 gp1d41d6x32 lbs.Smonk, performancePZO1118
Barbazu beard25 gp1d31d4x25 lbsSsee textPPC:Devils
Battle poi5 gp1d3 (fire)1d4 (fire)x22 lbs.firePPZO9410
Dagger, swordbreaker10 gp1d31d4x23 lbs.Sdisarm, sunderPZO1115
Flying Talon15 gp1d31d4x210 ft.5 lbs.Pdisarm, tripPPZO94102
Gnome pincher10 gp1d41d6x22 lbs.Bdisarm, see textPZO9468
Halfling rope-shot1 gp1d41d6x21 lb.BdisarmPZO9468
Helmet, dwarven boulder20 gp1d31d4x210 lbs.Bsee textPZO1121
Kama2 gp1d41d6x22 lbs.Smonk, tripPZO1110
Knife, butterfly5 gp1d31d419-20/x21 lb.P or SPPZO9410
Knife, deer horn10 gp1d31d4x320 ft.3 lbs.Pblocking, monkPZO9468
Maulaxe, dwarven25 gp1d41d6x310 ft.5 lbs.B or SPPZO9410
Nunchaku2 gp1d41d6x22 lbs.Bdisarm, monkPZO1110
Quadrens8 gp1d41d619-20/x22 lbs.PperformancePZO1118
Razor, drow25 gp1d31d418–20/×22 lbs.Ssee textPPZO94102
Rope gauntlet2 sp1d31d4x22 lbs.B (or S)PPZO9410
Sabre, sawtoothAA135 gp1d61d819-20/x22 lbs.SPPZO9410
Sai1 gp1d31d4x21 lb.Bdisarm, monkPZO1110
Sanpkhang60 gp1d31d419–20/×21 lb.P or Smonk, see textPPZO94102
Siangham3 gp1d41d6x21 lb.PmonkPZO1110
Sica10 gp1d41d6x22 lbs.SperformancePZO1118
Thorn bracer30 gp1d41d6x23 lbs.PPCS
War-shield, dwarven50 gp1d41d6×28 lbs.P or Ssee textPPZO94102
Waveblade5 gp1d41d618–20/×22 lbs.P or Smonk, see textPPZO94102
Whip, scorpion5 gp1d31d4x23 lbs.Sdisarm, performance, reach, tripPZO1118
(Exotic)
One-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe-Gauntlet, Dwarven Heavy21 gp1d61d8x35 lbs.Sblocking, disarmPPC:HftF
Axe, hooked20 gp1d61d8x37 lbs.Sdisarm, performance, tripPZO1118
Broken-back seax40 gp1d81d1019–20/×24 lbs.P & Ssee textPPC:MAH
Estoc50 gp2d32d418–20/x24 lbs.PPZO9468
Falcata18 gp1d61d819-20/x34 lbs.SPZO1115
Flickmace20 gp1d61d8x210 lbBreach, tripPC:GoG
Flindbar9 gp1d61d8x26 lbs.B and Pdisarm, tripMC
Khopesh20 gp1d61d819-20/x28 lbs.StripPZO1115
Knobkerrie5 gp1d41d6x220 ft.4 lbs.Bsee textPPC:RTT
Ram Hammer, Dwarven25 gp1d61d8x310 ft.5 lbs.BPPC:HftF
Rapier, spiral80 gp1d41d618–20/×23 lbs.Pblocking, disarm, see textPPZO94102
Rhoka5 gp1d61d818-20/x26 lbs.SPPZO9410
Sabre, sawtoothAG35 gp1d61d819-20/x22 lbs.SPZO9226-Revised
Shotel30 gp1d61d8x33 lbs.PperformancePZO1118
Sickle-sword20 gp1d61d819–20/×24 lbs.Sdistracting, see textPPZO94102
Split-blade sword200 gp1d102d6×28 lbs.Sdisarm, trip, see textPPC:MAH
Sword, dueling20 gp1d61d819-20/x23 lbsSPZO9226-Revised
Sword, bastard35 gp1d81d1019-20/x26 lbs.SPZO1110
Tongi18 gp1d41d619-20/x34 lbs.PPZO9468
Waraxe, dwarven30 gp1d81d10x38 lbs.SPZO1110
Waraxe, dwarven double60 gp1d81d10x312 lbs.Ssee textPZO1121
Whip1 gp1d21d3x22 lbs.Sdisarm, nonlethal, reach, tripPZO1110
(Exotic)
Two-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe, Orc Double60 gp1d6/1d61d8/1d8x315 lbs.SdoublePZO1110
Axe, Butchering65 gp1d123d6×325 lbs.Ssee textPPZO94102
Battle Ladder, gnome20 gp1d4/1d41d6/1d6x28 lbs.BtripPPZO94102
Boarding gaff8 gp1d4/1d41d6/1d6x28 lbs.Sdouble, reach, tripPPZO94102
Chain-hammer35 gp1d4/1d41d6/1d6×220 ft.8 lbs.Bdouble, see textPPZO94102
Chain, spiked25 gp1d62d4x210 lbs.Pdisarm, tripPZO1110
Crook1 gp1d41d6x25 lbs.Breach, tripPZO9468
Curve blade, elven80 gp1d81d1018–20/x27 lbs.SPZO1110
Dorn-Dergar, dwarven50 gp1d81d10x215 lbs.Breach, see textPPZO94102
Double spear25 gp1d6/1d61d8/1d8×312 lbs.PdoublePPC:MAH
Elven branched spear20 gp1d61d8x310 lbs.Pbrace, reachPZO9468
Fauchard14 gp1d81d1018-20/x210 lbs.Sreach, tripPPZO94102
Flail, dire90 gp1d6/1d61d8/1d8x210 lbs.Bdisarm, double, tripPZO1110
Flailpole15 gp1d61d8x210 lbs.Bdisarm, reach, tripPC:GoG
Flambard50 gp1d81d1019-20/x26 lbs.SsunderPPZO9410
Flying blade40 gp1d101d12x312 lbs.Sperformance, reachPZO1118
Garrote3 gp1d41d6x21 lb.Sgrapple, see textPPZO9410
Giant-Sticker, Dwarven25 gp1d82d6x312 lbs.P or Sbrace, reachPPC:HftF
Hammer, Gnome hooked20 gp1d6/1d41d8/1d6x3/x46 lbs.B or Pdouble, tripPZO1110
Harpoon5 gp1d61d8x310 ft.16 lbs.PgrapplePPC:Pirates
Longaxe, dwarven50 gp1d101d12x314 lbs.SreachPZO1121
Longhammer, dwarven70 gp1d102d6x320 lbs.BreachPZO1121
Mancatcher15 gp11d2x210 lbs.Pgrapple, reach, see textPZO1115
Orc skull ram15 gp1d81d10x320 lbs.BreachPZO9468
Piston maul, gnome70 gp1d81d10x215 lbs.Bsee textPPZO94102
Ripsaw glaive, gnome30 gp1d81d10x312 lbs.Sreach, see textPPZO94102
Sours: https://www.d20pfsrd.com/EQUIPMENT/weapons/

Rod of Razors

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5This weapon is a +5 Keen adamantine halberd. As a standard action, up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all creatures in a 30-foot cone (DC27 Reflex half)

Bug Crusher

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+1Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage.

Decimation

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+1Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1 damage to Constitution.

The Dissector

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+3Whenever this +3 cold iron bardiche lands a hit on the enemy, if there is another enemy adjacent to the target, and the result of the attack roll is equal or higher than that other enemy's AC, that enemy suffers 1d6+3 damage.

Bloody Crescent

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. The chosen enemy suffers a -4 penalty to AC for 1 minute. After the ability is used, kill counter is reset to zero.

Bow Breaker

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and damage rolls against enemies with ranged weapons.

Ashwood Pole Bardiche

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+3This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Ashwood Pole Bardiche (Altered)

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+4This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of strength.

Ashwood Pole Bardiche (Altered 2)

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+3Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Flame's Hatred

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3.

Flames's Cleansing

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds.

Flame's Will

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+5Whenever the wielder of this +5 aximatic weapon lands a hit againt a new enemy, it marks it with Obedience. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds.

Finnean the Talking Weapon

BardicheMartial19-20(x2)14 lbs6 ft Melee1d10 Slashing+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Oppressor

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+4This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws.

Unstoppable Khanda

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+4The Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-affecting effects. Creatures hit by the Khanda must succeed at a DC 17 fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage and dazes a target for 1 round.

Bastard Sword +5

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+5This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric.

Martyr's Blade

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+5This weapon is a +5 axiomatic holy vicious bastard sword.

Bastard Sword of Hope

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+2Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good, lawful neutral or neutral good characters.

Frostbite

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+5Whenever the wielder of this +5 icy burst bastard sword lands an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round.

Howling Doom

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+5Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards.

Corpse Piler

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+5This +5 living bane bastard sword has its base damage increased to 1d20 instead of 1d10.

Finnean the Talking Weapon

Bastard SwordExotic19-20(x2)4 lb2 ft Melee1d10 Slashing+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Earth's Wrath

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+3This +3 battleaxe grants its wielder the ability to cast inspiring recovery two time per day as a 11th level cleric.

Serrator

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)??This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Multiple bleeding effects stack. Bleed will continue until the target receives magic healing or leaves combat. A critical hit does not umtiply the bleed damage.

Unbending Valor

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+4This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects.

Fracturing Battleaxe

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+2Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage.

Ice Breaker

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+1Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet area have to make a successful Reflex saving throw or suffer 3d6 cold damage.

The Bliz

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+3Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. All enemies within a 10 feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4 rounds.

Touch of Flaw

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+3Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex saving throw (DC 20)

Rusty Dawn

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+4Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals x4 damage instead of the normal x3, and weakens the enemy, making it suffer a -3 penalty to strength and constitution scores for 2 rounds. Whenevr this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round.

Battleaxe of Rovagug

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+2While wielding this +2 radiant weapon. whenever you confirm a critical hit you absorb part of magical essence, restoring randomly one spell from your spellbook up to 5th level spell slot.

Battleaxe of Rovagug (Altared)

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+2While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy;s attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Battleaxe of Rovagug (Altared w)

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+2This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is parelyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

Finnean the Talking Weapon

BattleaxeMartial20(x3)6 lbs2 ft Melee1d8 (Slashing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Grim Finale

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+2Whenever this +2 necrotic club confirms a critical hit, it casts vampric touch spell on its target. Whenever the wielder unequips this weapon, it casts finger of death on them.

The Ancient Root

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+3Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds.

Brutal Decay

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+4Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. Multiple applications of the effect don't stack, the stronger effect replaces the weaker one.

Club of Hunger

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+3This +3 weapon deal 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or the attack fails. This effect lasts 1d3 rounds.

Club of Hunger (Altered)

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+3Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round.

Finnean the Talking Weapon

ClubSimple20(x2)3 lbs2 ft Melee1d6 (Bludgeoning)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Deceiver

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+3This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day as a 5th level wizard.

Troublemaker

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2This weapon is a +2 flaming anarchic agile dagger.

Frailty

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard.

Dagger +4

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+4This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increased sneak attack damage with any weapon by 1d6 damage.

Soft Cut

DaggerSimple19-20(x2)1 lbs2 ft Melee1 (Slashing)+5This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. however, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power.

Deep Rip

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+5Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6+ STR modifier slashing damage. If this weapon deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage.

Arcane Protector

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition.

Lightning Duelist

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning damage.

Chaos Shard

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2This +2 dagger has a chance to confuse enemy on a hit.

Lethal Conductor

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+5This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls.

Edict

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+4Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute.

Dormition

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+5This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage.

Retriever's Claw

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2This +2 cold iron dagger has an increased critical multiplier of x3.

Edge of Force

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2Whenever the wielder of this +2 

Attrition Dagger

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. THis power can't lower the target's Constitution ability score below 5.

Purple Stone Knife

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts.

Shiny Dagger

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+1Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round.

Decaying Dagger

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2

This +2 dagger grants the wielder an ability to use the curse of Undead ability 3 times per day.

Curse of Undead: All living enemies in 30-feet area must pass a will saving throw (DC 24) or start slowly turning into the undead. Each turn the affected creature takes 1d4 constitution damage. Positive energy and cure spells hurt it, like it was undead.

Hasty Eradicator

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+2This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect doesn't atack with the effect of the haste spell.

Gift of Blood

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+3This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each usage spends one potency.
Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.

Merciful Fate

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+5This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round.

Cruel Fate

DaggerSimple19-20(x2)1 lbs2 ft Melee1d4 (Piercing)+5Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable to Piercing damage for 2 rounds.

Ruse

DartSimple20(x2)0.5 lbs20 ft Ranged1d4 (Piercing)+2Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy becomes flat-footed for 1 round.

Poisonous Dart

DartSimple20(x2)0.5 lbs20 ft Ranged1d4 (Piercing)+1Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. The poison deals 1d3 Constitution damage per round for 3 rounds. Poisoned creatures can make a Fortitude save each round to regate the damage and end the affliction.

Noxious Stalker

DartSimple20(x2)0.5 lbs20 ft Ranged1d4 (Piercing)+3This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). On a successful saving throw, the enemy becomes immune to this poison.

Whistling Killer

DartSimple20(x2)0.5 lbs20 ft Ranged1d4 (Piercing)+4This +4 thundering dart deals sonic damage instead of piercing damage. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area.

Finnean the Talking Weapon

DartSimple20(x2)0.5 lbs20 ft Ranged1d4 (Piercing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Atrocities

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+3This weapon is a +3 furious double axe. If the wielder has the barbarian rage class ability, it allows them to use it for 4 additional rounds per day.

Holy Flaming Orc Double Axe +3

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing) + 1d6 fire+3This weapon deals an addition 2d6 holy damage to creatures of evil alignment.

Tempest

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+1This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other.

Fang of Malice

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+3Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn't suffer from its usual -2 penalty to AC.

Sequence pf Murder

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+3Whenever this +3 double axe lands hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage.

Screaming Reaper

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+4Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear.

Slaughtering Silence

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+5Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells for 2 rounds.

Finnean the Talking Weapon

Orc Double AxeExotic20(x3)15 lbs2 ft Melee1d8(Slashing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Menace

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+3This +3 brilliant energy dueling sword grants its wielder a +2 Luck bonus to CMD and a +2 luck bonus to CMB.

Lord Protector

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+2This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attacks rolls against friendly targets.

Royal Gift

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+3This weapon is a +3 keen dueling sword.

Swordsman's Passion

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+2This weapon is a +2 agile dueling sword.

Arcane Enforcer

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+3This +3 dueling sword deals additional 1d6 damage.

Blood Freezer

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee

1d8 (Slashing)+1d6 (Cold)

+5Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack with weapons for 2 rounds.

Bloodhound

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+5This +5 speed agile dueling sword has a 18-20 critical range. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy.

Herald of Pain

Dueling SwordExotic19-20(x2)3 lbs2 ft Melee1d8 (Slashing)+2Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it, the target become sickened for 1d4 rounds.

Opportunist's Dwarven Waraxe

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+1This +1 speed dwarven waraxe deals additional 9 damage on a successful critical hit and grants its wielder the ability to cast flare spell twice per day as a 1st level wizard.

Mordant Waraxe

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+1This +1 dwarven waraxe deals additional 1d3 acid damage on a hit.

Relentless Assault

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+3While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon.

Wrath of Ancestor

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+3Whenever this +3 thundersing dwarven waraxe is wielded by a dwarf, it grants the wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls.

Mighty Advisor

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+4This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and damage the wielder might have.

Behemoth Chopper

Dwarven WaraxeExotic20(x3)8 lbs2 ft Melee1d10 (Slashing)+5This +5 mithral necrotic dwarven waraxe grants its wielder a +4 moral bonus on attack and damage rolls against huge and bigger enemies.

Comforter

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+3Each time this +3 earth breaker lands a hit, it heals the wielder by 1d3 and grants 1d6 temporary hit points.

Harbinger

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+4This +4 giant bane earth breaker gants the wielder a +3 insight bonus to AC against the undead's attacks.

Obliteration

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+5Whenever this +5 vicious earth breaker lands a hit on an enemy, it applies a stacking -2AC penalty to the target. This penalty disappears once the battle ends.

Rumble

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+2Whenever the wielder of this +2 adamantine earth breaker confirms a critical hit with it, all creatures in a 10 feet range, except for the wielder, have to pass a Reflex saving throw (DC 17) or become prone and unable to stand up for 1d3 rounds.

Smasher

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+2Whenever this +2 necrotic heartbreaker confirms a critical hit on an enemy, the enemy must pass a fortitude saving throw (DC 16) or suffer 2 strength ability damage.

Burning Torment

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+3This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Whenever this weapon lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds. This fire deals 1d6 unholy damage and 1 damage to Strength each round. Multiple applications of this effect don't stack.

Powerful Pummel

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+3Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round.

Divine Dismissal

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+4This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder's character level.

Terrifying Tremble

Earth BreakerMartial20(x3)14 lbs2 ft Melee2d6 (Bludgeoning)+5Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. Successful Reflex save (DC 30) halves the damage.

Clarity

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+4This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls.

Saviour

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+5Each time this +5 mithral elven curve blade land a hit, it heals the wielder for 1 HP.

Bane of the Living

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+5This +5 elven curve blade is a bane weapon against creature of every type except 

Insomniac Blade

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+5Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. After a confirmed critical hit, the wielder gets +1 bonus to all saving throws until the end of the combat. The effects of multiple applications of this ability stack.

Second Chance

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+3Whenever this +3 keen eleven curve blade misses an attack, the next attack made with it grains a +3 bonus on the attack roll. Multiple applications of this bonus stack until the weapon lands a hit.

Blinding Beauty

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+4This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of thie blade lands their first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round.

Final Glance

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+4This +4 shock eleven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of this blade lands the first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round.

Devitalizer

Elven Curve BladeExotic18-20(x2)7 lbs2 ft Melee1d10 (Slashing)+5This +5 cruel elder corrosive burst eleven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies.

Lifestopper

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+4This +4 keen speed estoc grants its wielder the ability to cast waves of fatigue spell once per day as a 11th level wizard.

Forsaken Edge

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+2This weapon is a +2 unholy estoc.

Hairsplitter

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+1This weapon is a +1 agile estoc.

Blinding Light

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+5This +5 estoc has a x3 critical multiplier. Whenever it confirms a critical hit, it has a chance to blind the target.

Estoc of Purity

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+1This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit.

Nimble Edge

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+1Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2 morale bonues to Dexterity, and each attack they make deals additional 1d4 piercing damage, for 2d3 rounds.

Crippling Kiss

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+3Whenever this +3 keen estoc confirms a critical hit on an enemy, they suffers a stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the combat.

Destroyer of Planes

EstocExotic18-20(x2)4 lbs2 ft Melee2d4 (Piercing)+5This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on evocation school spells.

Fervent Edge

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+3This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day as a 9th level cleric.

Decapitator

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+2This weapon is a +2 keen furious falcata.

Lion's Claw

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+3This +3 falcata has a critical range of 18-20.

Ceremonial Falcata

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+2This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic damage.

Pain Channeler

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+2This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks.

Nightmare

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+3This +3 unholy falcata was corrupted by demons. It feeds on fear. Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage.

Disemboweler

FalcataExotic19-20(x3)4 lbs2 ft Melee1d8 (Slashing)+5This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit.

Beastrender

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+2This weapon is a +2 animal bane falchion.

Fury's Legacy

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+2This weapon is a +2 furious falchion.

Tormentor

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+5Each time this +5 falchion lands a hit, it applies a stacking -1 penalty to all of the target's saving throws, and an additional stacking -2 penalty to saving throws against curse.

Jinx

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+2Whenever this +2 cold iron falchion lands a hit on a creature that is under any hex effect, it deals additional weapon damage.

Holy Blare

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+2Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round.

Touch of Mercy

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+2Whenever this +4 bleed falcchion confirms a critical hit on an already bleeding enemy whose hit points are below 80 - it instantly kills the enemy.

Rumbling Falchion

FalchionMartial18-20(x2)8 lbs2 ft Melee2d4 (Slashing)+5This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. Whenever the wielder of this falchion succeeds at Sunder Armor maneuver, they get a +1 circumstance bonus to AC for 1 round. In addition, whenever the wielder attempts a Cleave action, they don't get the regular -2 penalty to AC.

Dark Bidding

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+3This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day as for 8 rounds.

Serpent Prince

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+3This +3 corrosive fauchard has a higher critical hit multiplier.

Mastery

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+5This +5 fauchard grants its wielder continuous effect of freedom of movement spell, immunity to trip and bull rush combat maneuvers, and a +5 enhancement bonus to CMB. Whenever the wielder successfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit.

Mighty Blow of Good

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+2This weapon is a +2 evil outsider bane fauchard. If the wielder of this weapon has a good alignment, this fauchard grants them a +3 bonus on damage rolls against non-good creatures and becomes good-aligned.

Bearer of Sorrow

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+4This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit.

Rushlight

FauchardExotic18-20(x2)10 lbs6 ft Melee1d10 (Slashing)+5Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an enemy, they gain spell resistance equal to 11 + their character level for 3 rounds.

Mithral Flail +2

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 flail deals silver damage.

Tyrant

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+5Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target's AC, all saving throws and CMD.

Flail of False Hope

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or neutral evil characters.

Flail of Lightburst

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+1Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage.

Demon's Terror

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon.

Deathbed Servant

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+4The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard.

Flail of Hunger

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+3This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or the attack fails. This effect lasts 1d3 rounds.

Flail of Hunger (Weapon)

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey.

Flail of Hunger (Altered)

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+3Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round.

Mithral Flail +2

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 flail deals silver damage.

Tyrant

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+5Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target's AC, all saving throws and CMD.

Flail of False Hope

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or neutral evil characters.

Flail of Lightburst

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+1Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage.

Demon's Terror

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon.

Deathbed Servant

FlailMartial20(x2)5 lbs2 ft Melee1d8 (Bludgeoning)+4The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard.

Deterrence

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3This +3 unholy glaive grants tje woe;der a +5 competence bonus on Persuasion skill checks when wused to intimidate.

Incorruptible Petal

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+5This +5 holy glaive deals an additional 2d6 sonic damage. It also grants its wielder the ability to cast heroic invocation oncer per day as a 17th level wizard.

Banshee's Heart

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. A successful saving throw halves the damage and negates being knocked prone.

Death Pact

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+5This +5 unholy glaive deals additional 6d6 unholy damage on a succesful charge. If this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you for 1 minute.

Rapid Recovery

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel energy class abilities, if you possess them (applied after a rest). All healing spells you can restore +1 hit point per die rolled.

Champion's Glaive

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD.

Demonic Hunger

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3Whenever the wielder of this +3 adamantine glaive kills the target with it, it summons a demon till the end of the fight. Only one demon can be summoned per fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon cannot be wielded by lawful good characters. 

Marching Terror

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+1Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receive 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round.

Finnean the Talking Weapon

GlaiveMartial20(x3)10 lbs6 ft Melee1d10 (Slashing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Mayhem

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+1This +1 anarchic greateaxe is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. This anarchic greateaxe cannot be equipped by anyone of lawful alignment.

Frost Touch

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+3This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day as a 3rd level wizard.

Retribution

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+4This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day as a 14th level cleric.

Extinguisher

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+2This +2 greataxe works as a +6 weapon against Will-o'-Wisps.

Dragon's Essence

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+5This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day as a 16th level wizard.

Capital Punishment

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+5This weapon is a +5 axiomatic keen greataxe.

Heat of Battle

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+3This weapon is a +3 flaming greataxe.

Second Execution

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+1This weapon is a +1 undead bane greataxe.

Trollreaper

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+1This +1 greataxe deals additional 1d6 acid damage.

Destroyer

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+5This +5 anarchic unholy vicious greataxe has a x4 critical multiplier.

Lethel Squall

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+2Each time this +2 thundering greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 20), or the next attack against this enemy deals an additional 5 slashing damage.

Blocker

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+1Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 10) or become prone for 1 round.

Blinding Wrath

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+5Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies.

Gore Feaster

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+5Whenever this wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds.

Greataxe of Rovagug

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+2While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, restoring randomly one spell from your spellbook up to 5th level spell slot.

Greataxe of Rovagug (Weapon)

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+2While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Greataxe of Rovagug (Altered)

GreataxeMartial20(x3)12 lbs2 ft Melee1d12 (Slashing)+2This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is paralyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

The Crusher

GreatclubSimple20(x2)8 lbs2 ft Melee1d10 (Bludgeoning)+2This +2 large greatclub appears surprisingly light in your hand. Its size penalty for Medium creatures is reduced to -2.

Durance

GreatclubSimple 20(x2) 8 lbs2 ft Melee1d10 (Bludgeoning)+3This +3 greatclub grants the wielder immunity to shaken and sickened conditions.

Spinebreaker

GreatclubSimple 20(x2) 8 lbs 2 ft Melee1d10 (Bludgeoning)+3This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spellls. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). Whenever it confirms a critical hit, it has a chance to cast boneshatter spell at the target.

Greatclub of Sacred Cinders

GreatclubSimple20(x2)8 lbs2 ft Melee1d10 (Bludgeoning)+5Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks.

Fly Swatter

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+1This +1 greatsword grants wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin.

Stonekeeper

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+2This +2 corrosive greatsword grants its wielder the ability to cast spike stones spell twice per day as a 7th level druid.

Swift Blow

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+4This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day as a 13th level wizard.

Endless War

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+5This weapon is a +5 vicious greatsword.

Remnant

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+5This +5 flaming greatsword deals additional 2d6 divine damage on hit. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead.

Lustrous Blade

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+2Whenever the wielder of this +2 mithral greatsword lands a hit with it, the enemy must pass a Fortitude saving throw (DC 15) or be blinded for one round.

Numerian Greatsword

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+2This +3 greatsword is merged with Numerian technology. Once per day, the wielder can activate one of five enhancements for a number of rounds equal to half the wielder's level.
Fiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks.
Augmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to constitution score and fortification 25.
Force Shield: This shield is supported by some generator in this dungeon. It grants the wearer a +4 shield bonus to AC. Magic missiles and similar abilities can bypass it.
Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and a +4 bonus to AC against touch attacks.
Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. DC of saving throws against spells and abilities they use is increased by 2.

Fang of Malice

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+3Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn't suffer from its usual -2 penalty to AC.

Fatal Beacon

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+3Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics skill checks and a -2 penalty to Reflex saving throws. Multiple applications of this effect do not stack.

Exterminator

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+3This +3 living bane greatsword grants it wielder a +5 bonus on saving throws against Necromancy school spells but reduces their maximum HP by 20 while equipped.

Blood Red Cleaver

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+5This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points.

Finnean the Talking Weapon

GreatswordMartial19-20(x2)8 lbs2 ft Melee2d6 (Slashing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Beacon

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2Each time this +2 frost hand axe lands a hit, the enemy has to pass a Reflex saving throw (DC 13) or get blinded for 1d3 rounds.

Stonecutter

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+5This +5 adamantine construct bane handaxe grants its wielder DR 5/Bludgeoning.

Roaring Handaxe

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+1This +1 handaxe deals an additional +1 sonic damage on a hit.

Crushing Cold

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+3Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard.

Scorpion's Kiss

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you seccessfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Executioner of Evil

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of the magical essence, dispelling one random spell up to 5th level on the the target.

Grave Singer

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified, or entangled, they suffer the weapon's damage and immediately remove such effect. This weapon also has an 18-20 critical threat range.

Slaver's Fury

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+5Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-imparing effect, the enemy suffers a -2 penalty on all saves for 1 round.

Peacemaker

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+5This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds.

Handaxe of Rovagug

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, restoring reandomly one spell from your spellbook up to 5th level spell slot.

Handaxe of Rovagug (Weapon)

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Handaxe of Rovagug (Altered)

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+2This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is paralyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

Finnean the Talking Weapon

HandaxeMartial20(x3)3 lbs2 ft Melee1d6 (Slashing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Ankle Breaker

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+1This +1 crossbow has a chance to slow the enemy on hit.

Eye of the Tornado

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+2This +3 shock heavy crossbow grants its wielder a +2 luck bonus to Initiative, and the ability to cast summon medium air element spell once per day for 7 rounds.

Elemental Squall

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+3This weapon is a +3 flaming frost shock corrosive heavy crossbow.

Mythslayer

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+5This +5 heavy crossbow deals 2d10 damage on hit. If its target has one of the following qualities: Huge or Gargantuan size; dragon subtype; giant subtype; 20 or more HD, it inflicts a single -2 penalty to wielder's attack rolls, but adds 1d10 to damage for each of the qualities the target has.

Crossbow of Judgement

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+2This +2 heavy crossbow has a critical range reduced to 20. Whenever it threatens a critical hit against an evil or chaotic creature, it is automatically confirmed.

Detainer

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+2Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving throw (DC 16) or be knocked back 15 feet and become slowed down for 1 round.

Heavy Crossbow of Degradation

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+2Whenever this +2 thundering burst heavy crossbow confirms a critical hit, all enemies in a 15 feet area must pass a Reflex saving throw (DC 20) or suffer 1 damage to Intelligence score per round for 1d6 rounds.

Richocheting Heavy Crossbow

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+3Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target.

Rolling Thunder

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+5Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack with it, the crossbow creates a sonic wave along the path of the projectile. All enemies caught in the wave suffer 4d6 sonic damage. Succesful Fortitude saving throw (DC 28) halves the damage.

Rude Stopper

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+5Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. Affected enemy is immune to this effect for 3 rounds.

Heartbreaker

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+5This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells.

Finnean the Talking Weapon

Heavy CrossbowSimple19-20(x2)8lbs50 ft Ranged1d10 (Piercing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Vanguard

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+1This +1 corrosive heavy flail grants the wielder immunity to diffcult terrain.

Overthrow

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+5If the wielder of this +5 speed flail has the Trip feat, each round the first successful hit it lands also attempts to trip the target.

The End

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+5This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may posses.

Tyranny of Mind

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+2This +2 heavy flail can be safely wielded only by non-good characters. Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13)

Heavy Flail of Weakness

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+1Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the target suffers a -1 penalty on attack rolls for 1 round.

Merry-Go-Round

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+1Whenever this +1 heavy flail misses an attack, the next attack its wielder makes, no matter if it hits or misses, deals additional 1d6 bludgeoning damage.

Pure Savagery

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+3This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate.

Eternal Winter

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+5Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or become instantly shattered.

Heavy Flail of the Faultless Daybreak

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+3This is an intermediate step in relic creation.

Triumphant Noontide

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+3This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage.

Sanguineous Sundown

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+3This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass a Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.

Heavy Flail of the Faultless Daybreak (Altered)

Heavy FlailMartial19-20(x2)10 lbs2 ft Melee1d10 (Bludgeoning)+3This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.

Alkaline Mace

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 corrosive heavy mace allows its wielder to throw an acid bomb three times per day. Acid bombs launched from this mace deal 3d6+5 acid damage on a direct hit.

Terror Bringer

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+2This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day as a 3rd level wizard.

Eradicator

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4This +4 unholy mace grants its wielder the ability to cast slay living spell once per day as a 11th level cleric.

Mallet of Woe

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+3This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell.

Skullcrusher

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+2Whenever this +2 heavy mace confirms a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If the saving throw is successful, the target is staggered for 1 round instead.

Malevolent Corrosion

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. Multiple application of this effect do not stack.

Malevolent Singe

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack.

Malevolent Frostbite

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack.

Malevolent Storm

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack.

Authority

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+5This unholy heavy mace +5 grants its wielder fire immunity and a +5 bonus on Persuasion skill checks. On a successful hit, the target must succeed on a DC 21 fortitude check or be set on fire for 

Executioner

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+2This weapon is a +2 human bane morningstar.

Righteous Punishement

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4This +4 heavy mace gains a +4 bonus to attack rolls against the targets affected by smite evil or Mark of Justice effects.

Sovereign

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+5Whenever the wielder of this +5 heavy mace successfully hits a new target for the first time, it grants them a stacking +1 bonus to AC, attack rolls, and all saving throws until the ened of the battle.

Voice of Hollow

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+2Whenever the wielder of this +2 mithral heavy mace confirms a critical Mt with it, a loud sound is produced. All enemies in a 30 feet cone, except the target, have to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1 d4 rounds.
Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature.

Heavy Mace of Fire

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+1This +1 heavy mace deals an additional 1d3 fire damage on a hit.

Sapping Assault

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+3Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the effect of the Lich's vampiric blade spell, the enemy suffers an ability drain to Strength and the wielder gets +1 bonus to strength until the end of the encounter. This effect can stack up to 4 points.

Sun Stroke

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+3Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds.

Defiler

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+4This +4 unholy heavy mace increase the amount of damage Channel Negative Energy does to living creatures or heals undead creatures by 2d6.

Grasp of Devotion

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+5Whenever the wielder of this +5 holy heavy mace lands a killing blow, their next spell becomes extended as though using the Extend Spell feat. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Finnean the Talking Weapon

Heavy MaceSimple20(x2)6 lbs2 ft Melee1d8 (Bludgeoning)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Kneesplitter

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+2This is a +1 cold iron ghost touch weapon.

Demolisher

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+1This weapon is a +1 adamantine construct bane heavy pick.

Bulky Pick

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+1Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds.

Rabid Underdog

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+2This +2 heavy pick allows its wielder to automatically confirm critical hits against Large and bigger creature.

Finger of the Heiress

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+3This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Death's Consonant

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+4This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.

Dead Bough

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+3Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. if the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Mad Sculptor

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+3Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2 or more enemies, his attacks with this weapon deal additional 1d6 precision damage.

Dreadful Onslaught

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+5Whenever the wielder of this +5 unholy heavy pick charges at en enemy, the enemy suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or suffer a -2 penalty on all saving throws for 1d3 rounds.

Spiteful Mockery

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+5This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure once per day as a 20th level wizard.

Ashwood Pole Heavy Pick

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+3This +3 weapon was made for commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonues to AC, attack and damage for 1 round.

Ashwood Pole Heavy Pick (Weapon)

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+4This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.

Ashwood Pole Heavy Pick (Altered)

Heavy PickMartial20(x4)6 lbs2 ft Melee1d6 (Piercing)+3Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1 d4 unholy damage for each scorch. 

Datura

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+3Each time this +3 gnome hooked hammer lands a hit, the enemy has to pass a Will saving throw (DC 16) or fall asleep.

Honorable Judgement

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+2If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during r round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage.

Gnome Hooked Hammer of Discipline

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+1This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures.

Rebound

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+3Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage.

Crushing Burden

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+5Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted.

Wrecking Devil

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+5Whenever the wielder of this +5 axiomatic nullifyng gnome hooked hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer a -3 penalty to AC for 3 rounds.

Finnean the Talking Weapon

Gnome Hooked HammerExotic20(x3), 20(x2)6 lbs2 ft Melee1d8/1d6 (Piercing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Quick Death

JavelinSimple20(x2)2 lbs???1d6 (Piercing)+2This +2 javelin deals an additional 5 damage on a first hit against a new target.

Sky Scorcher

JavelinSimple20(x2)2 lbs???1d6 (Piercing)+5This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. It also stuns flying enemies for 1 round on a critical hit.

Finnean the Talking Weapon

JavelinSimple20(x2)2 lbs???1d6 (Piercing)+3This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Monastic Kama

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+3This +3 kama has a chance to blind the opponent on a successful hit and grants its wielder the ability to cast molten orb spell twice per day as a 5th level wizard.

Monastic Kama (Altered)

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+2This +2 kama grants its wielder a +2 dodge bonus to AC.

Persecutor

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+2This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day as a 7th level bard.

Talon of the Wise

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+2This weapon is a +2 agile kama.

Defense by Offence

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+2This +2 mithral kama grants the wielder +1 dodge bonues to AC.

Heart of Iceberg

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+3Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed for 1d4 rounds.

Maimer

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+5Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a -3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds.

Edge of Expulsion

KamaExotic20(x2)2 lbs2 ft Melee1d6 (Slashing)+5This +5 evil bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. It also allows its wielder to cast banishment spell twice per day as a 20th level cleric.

Gift of Death

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+2This weapon is a +2 unholy kukri.

Mother's Keen

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+2This weapon is a +2 frost keen kukri.

Mother's Warmth

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+2This weapon is a +2 flaming keen kukri.

Weasel's Bite

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+5This +5 Kukri has a x3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage.

Weasel's Claw

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+5This +5 Kukri has a x3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage.

Cold Blood

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+4This weapon is a +4 freezing kukri.

Fiery Blood

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+4This weapon is a +4 incinerating Kukri.

Swift Injustice

KukriMartial18-20(x2)2 lbs2 ft Melee1d4 (Slashing)+4This +4 kukri deals additional 2 damage to helpless targets.
Sours: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Weapons

Light weapon pathfinder

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What is The Best WEAPON For You?

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