
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 Damage | Tiny Weapon Damage | Large Weapon Damage |
---|---|---|
1d2 | — | 1d3 |
1d3 | 1 | 1d4 |
1d4 | 1d2 | 1d6 |
1d6 | 1d3 | 1d8 |
1d8 | 1d4 | 2d6 |
1d10 | 1d6 | 2d8 |
1d12 | 1d8 | 3d6 |
2d4 | 1d4 | 2d6 |
2d6 | 1d8 | 3d6 |
2d8 | 1d10 | 3d8 |
2d10 | 2d6 | 4d8 |
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 Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Unarmed Attacks | ||||||||
Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | — |
Unarmed strike | — | 1d2 | 1d3 | ×2 | — | — | B | nonlethal |
Light Melee Weapons | ||||||||
Dagger | 2 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | P or S | — |
Dagger, punching | 2 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | P | — |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | P | — |
Mace, light | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | — |
Sickle | 6 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | trip |
One-Handed Melee Weapons | ||||||||
Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lbs. | B | — |
Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | B | — |
Morningstar | 8 gp | 1d6 | 1d8 | ×2 | — | 6 lbs. | B and P | — |
Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lbs. | P | — |
Two-Handed Melee Weapons | ||||||||
Longspear | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lbs. | P | brace, reach |
Quarterstaff | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lbs. | B | double, monk |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lbs. | P | brace |
Ranged Weapons | ||||||||
Blowgun | 2 gp | 1 | 1d2 | ×2 | 20 ft. | 1 lb. | P | — |
Darts, Blowgun (10) | 5 sp | — | — | — | — | — | — | — |
Crossbow, Heavy | 50 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 8 lbs. | P | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — | — |
Crossbow, Light | 35 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 4 lbs. | P | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — | — |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | 1/2 lb. | P | — |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lbs. | P | — |
Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | — | B | — |
Bullets, Sling (10) | 1 sp | — | — | — | — | 5 lbs. | — | — |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
Light Melee Weapons | ||||||||
Axe, Throwing | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lbs. | S | — |
Hammer, light | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lbs. | B | — |
Handaxe | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lbs. | S | — |
Kukri | 8 gp | 1d3 | 1d4 | 18–20/×2 | — | 2 lbs. | S | — |
Pick, Light | 4 gp | 1d3 | 1d4 | ×4 | — | 3 lbs. | P | — |
Sap | 1 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | nonlethal |
Shield, light | special | 1d2 | 1d3 | ×2 | — | special | B | — |
Spiked Armor | special | 1d4 | 1d6 | ×2 | — | special | P | — |
Spiked Shield, light | special | 1d3 | 1d4 | ×2 | — | special | P | — |
Starknife | 24 gp | 1d3 | 1d4 | ×3 | 20 ft. | 3 lbs. | P | — |
Sword, Short | 10 gp | 1d4 | 1d6 | 19–20/×2 | — | 2 lbs. | P | — |
One-Handed Melee Weapons | ||||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lbs. | S | — |
Flail | 8 gp | 1d6 | 1d8 | ×2 | — | 5 lbs. | B | Disarm, trip |
Longsword | 15 gp | 1d6 | 1d8 | 19–20/×2 | — | 4 lbs. | S | — |
Pick, Heavy | 8 gp | 1d4 | 1d6 | ×4 | — | 6 lbs. | P | — |
Rapier | 20 gp | 1d4 | 1d6 | 18–20/×2 | — | 2 lbs. | P | — |
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/×2 | — | 4 lbs. | S | — |
Shield, heavy | special | 1d3 | 1d4 | ×2 | — | special | B | — |
Spiked Shield, heavy | special | 1d4 | 1d6 | ×2 | — | special | P | — |
Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lbs. | P | brace |
Warhammer | 12 gp | 1d6 | 1d8 | ×3 | — | 5 lbs. | B | — |
Two-Handed Melee Weapons | ||||||||
Falchion | 75 gp | 1d6 | 2d4 | 18–20/×2 | — | 8 lbs. | S | — |
Glaive | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | reach |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lbs. | S | — |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lbs. | B | — |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19–20/×2 | — | 10 lbs. | B | Disarm, trip |
Greatsword | 50 gp | 1d10 | 2d6 | 19–20/×2 | — | 8 lbs. | S | — |
Guisarme | 9 gp | 1d6 | 2d4 | ×3 | — | 12 lbs. | S | reach, trip |
Halberd | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | P or S | brace, trip |
Lance | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lbs. | P | reach |
Ranseur | 10 gp | 1d6 | 2d4 | ×3 | — | 12 lbs. | P | Disarm, reach |
Scythe | 18 gp | 1d6 | 2d4 | ×4 | — | 10 lbs. | P or S | trip |
Ranged Weapons | ||||||||
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lbs. | P | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — |
Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lbs. | P | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lbs. | P | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — |
Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lbs. | P | — |
Arrows (20) | 1 gp | — | — | — | — | 3 lbs. | — | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
Light Melee Weapons | ||||||||
Kama | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | monk, trip |
Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | Disarm, monk |
Sai | 1 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | B | Disarm, monk |
Siangham | 3 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | P | monk |
One-Handed Melee Weapons | ||||||||
Sword, Bastard | 35 gp | 1d8 | 1d10 | 19–20/×2 | — | 6 lbs. | S | — |
Waraxe, Dwarven | 30 gp | 1d8 | 1d10 | ×3 | — | 8 lbs. | S | — |
Whip | 1 gp | 1d2 | 1d3 | ×2 | — | 2 lbs. | S | Disarm, nonlethal, reach, trip |
Two-Handed Melee Weapons | ||||||||
Axe, Orc Double | 60 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 15 lbs. | S | double |
Chain, spiked | 25 gp | 1d6 | 2d4 | ×2 | — | 10 lbs. | P | Disarm, trip |
Curve Blade, Elven | 80 gp | 1d8 | 1d10 | 18–20/×2 | — | 7 lbs. | S | — |
Flail, dire | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lbs. | B | Disarm, double, trip |
Hammer, gnome hooked | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lbs. | B or P | double, trip |
Sword, Two-Bladed | 100 gp | 1d6/1d6 | 1d8/1d8 | 19–20/×2 | — | 10 lbs. | S | double |
Urgrosh, Dwarven | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lbs. | P or S | brace, double |
Ranged Weapons | ||||||||
Bolas | 5 gp | 1d3 | 1d4 | ×2 | 10 ft. | 2 lbs. | B | nonlethal, trip |
Crossbow, Hand | 100 gp | 1d3 | 1d4 | 19–20/×2 | 30 ft. | 2 lbs. | P | — |
Bolts (10) | 1 gp | — | — | — | — | 1 lb. | — | — |
Crossbow, Repeating Heavy | 400 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 12 lbs. | P | — |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — | — |
Crossbow, Repeating Light | 250 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 6 lbs. | P | — |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — | — |
Net | 20 gp | — | — | — | 10 ft. | 6 lbs. | — | — |
Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | 1/2 lb. | P | monk |
Sling staff, Halfling | 20 gp | 1d6 | 1d8 | ×3 | 80 ft. | 3 lbs. | B | — |
Bullets, Sling (10) | 1 sp | — | — | — | — | 5 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.
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
Contents
Martial Weapons
(Martial) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe, boarding | 6 gp | 1d4 | 1d6 | x3 | — | 3 lbs. | P or S | — | PPZO94102 |
Axe, throwing | 8 gp | 1d4 | 1d6 | x2 | 10 ft. | 2 lbs. | S | — | PZO1110 |
Blade boot | 25 gp | 1d3 | 1d4 | x2 | — | 2 lbs. | P | see text | PPZO9410 |
Cat-o’-nine-tails | 1 gp | 1d3 | 1d4 | x2 | — | 1 lb. | S | disarm, nonlethal | PPZO94102 |
Claw blades | 305 gp | 1d3 | 1d4 | x2 | — | 2 lbs. | B or S | see text | PZO1121 |
Dagger, dueling | 12 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | P or S | see text | PPZO94102 |
Dogslicer | 8 gp | 1d4 | 1d6 | 19-20/x2 | — | 1 lb. | S | fragile | PZO1121 |
Hammer, light | 1 gp | 1d3 | 1d4 | x2 | 20 ft. | 2 lbs. | B | — | PZO1110 |
Gladius | 15 gp | 1d4 | 1d6 | 19-20/x2 | — | 3 lbs. | P or S | performance | PZO1118 |
Handaxe | 6 gp | 1d4 | 1d6 | x3 | — | 3 lbs. | S | — | PZO1110 |
Katar, tri-bladed | 6 gp | 1d3 | 1d4 | ×4 | — | 2 lbs. | P | — | PPZO94102 |
Knife, switchblade | 5 gp | 1d3 | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | P | — | PPZO9410 |
Kobold tail attachment, long lash | 15 gp | 1d4 | 1d6 | x2 | — | 1 lb. | S | reach | PZO1121 |
Kobold tail attachment, (pounder) | 1 gp | 1d6 | 1d8 | x2 | — | 4 lbs. | B | — | PZO1121 |
Kobold tail attachment, (razored) | 3 gp | 1d6 | 1d8 | 19-20/x2 | — | 2 lbs. | S | — | PZO1121 |
Kobold tail attachment, (spiked) | 3 gp | 1d6 | 1d8 | x3 | — | 2 lbs. | P | — | PZO1121 |
Kobold tail attachment, (sweeper) | 7 gp | 1d4 | 1d6 | x2 | — | 3 lbs. | B | trip | PZO1121 |
Kukri | 8 gp | 1d3 | 1d4 | 18–20/x2 | — | 2 lbs. | S | — | PZO1110 |
Machete | 10 gp | 1d4 | 1d6 | 19-20/x2 | — | 2 lbs. | S | — | PZO9468 |
Pick, light | 4 gp | 1d3 | 1d4 | x4 | — | 3 lbs. | P | — | PZO1110 |
Ratfolk tailblade | 11 gp | 1d2 | 1d3 | x2 | — | 1/2 lb. | S | — | PZO1121 |
Sap | 1 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | B | nonlethal | PZO1110 |
Sea-knife | 8 gp | 1d3 | 1d4 | 19-20/x2 | — | 1 lb. | S | — | PZO1121 |
Shield, light | 3 gp/9 gp | 1d2 | 1d3 | x2 | — | special | B | — | PZO1110 |
Spiked armor | special | 1d4 | 1d6 | x2 | — | special | P | — | PZO1110 |
Spiked shield, light | 13 gp/19 gp | 1d3 | 1d4 | x2 | — | special | P | — | PZO1110 |
Starknife | 24 gp | 1d3 | 1d4 | x3 | 20 ft. | 3 lbs. | P | — | PZO1110 |
Sword, short | 10 gp | 1d4 | 1d6 | 19-20/x2 | — | 2 lbs. | P | — | PZO1110 |
War razor | 8 gp | 1d3 | 1d4 | 19-20/x2 | — | 1 lb. | S | — | PZO9226-Revised |

(Martial) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Ankus | 8 gp | 1d6 | 1d8 | x2 | — | 5 lbs. | P | disarm, trip | PZO9468 |
Battleaxe | 10 gp | 1d6 | 1d8 | x3 | — | 6 lbs. | S | — | PZO1110 |
Combat scabbard | 1 gp | 1d4 | 1d6 | x2 | — | 1 lb. | B | improvised, see text | PPZO9410 |
Cutlass | 15 gp | 1d4 | 1d6 | 18-20/x2 | — | 4 lbs. | S | — | PPZO94102 |
Flail, light | 8 gp | 1d6 | 1d8 | x2 | — | 5 lbs. | B | disarm, trip | PZO1110 |
Gandasa | 15 gp | 1d6 | 2d4 | x3 | — | 4 lbs. | S | — | PZO9468 |
Klar | 12 gp | 1d4 | 1d6 | x2 | — | 6 lbs. | S | — | PZO9226-Revised |
Longsword | 15 gp | 1d6 | 1d8 | 19-20/x2 | — | 4 lbs. | S | — | PZO1110 |
Manople | 17 gp | 1d6 | 1d8 | x2 | — | 4 lbs. | P or S | blocking, disarm | PZO9468 |
Pick, heavy | 8 gp | 1d4 | 1d6 | x4 | — | 6 lbs. | P | — | PZO1110 |
Rapier | 20 gp | 1d4 | 1d6 | 18–20/x2 | — | 2 lbs. | P | finesse | PZO1110 |
Scabbard, combat (sharpened) | 10 gp | 1d4 | 1d6 | x2 | — | 1 lb. | S | see text | PPZO9410 |
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/x2 | — | 4 lbs. | S | — | PZO1110 |
Scizore | 20 gp | 1d8 | 1d10 | x2 | — | 3 lbs. | P | — | PZO1118 |
Shield, heavy | special | 1d3 | 1d4 | x2 | — | special | B | — | PZO1110 |
Spiked shield, heavy | 17 gp/30 gp | 1d4 | 1d6 | x2 | — | special | P | — | PZO1110 |
Sword cane | 45 gp | 1d4 | 1d6 | x2 | — | 4 lbs. | P | see text | PZO1115 |
Terbutje | 5 gp | 1d6 | 1d8 | 19-20/x2 | — | 2 lbs. | S | fragile | PPZO9410 |
Terbutje, steel | 20 gp | 1d6 | 1d8 | 19-20/x2 | — | 4 lbs. | S | — | PPZO9410 |
Trident | 15 gp | 1d6 | 1d8 | x2 | 10 ft. | 4 lbs. | P | brace | PZO1110 |
Warhammer | 12 gp | 1d6 | 1d8 | x3 | — | 5 lbs. | B | — | PZO1110 |
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 | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Bardiche | 13 gp | 1d8 | 1d10 | 19-20/x2 | — | 14 lbs. | S | brace, reach, see text | PZO1115 |
Bec de corbin | 15 gp | 1d8 | 1d10 | x3 | — | 12 lbs. | B or P | brace, reach, see text | PZO1115 |
Bill | 11 gp | 1d6 | 1d8 | x3 | — | 11 lbs. | S | brace, disarm, reach, see text | PZO1115 |
Earth breaker | 40 gp | 1d10 | 2d6 | x3 | — | 14 lbs. | B | — | PZO9226-Revised |
Falchion | 75 gp | 1d6 | 2d4 | 18–20/x2 | — | 8 lbs. | S | — | PZO1110 |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19-20/x2 | — | 10 lbs. | B | disarm, trip | PZO1110 |
Glaive | 8 gp | 1d8 | 1d10 | x3 | — | 10 lbs. | S | reach | PZO1110 |
Glaive-guisarme | 12 gp | 1d8 | 1d10 | x3 | — | 10 lbs. | S | brace, reach, see text | PZO1115 |
Greataxe | 20 gp | 1d10 | 1d12 | x3 | — | 12 lbs. | S | — | PZO1110 |
Greatclub | 5 gp | 1d8 | 1d10 | x2 | — | 8 lbs. | B | — | PZO1110 |
Greatsword | 50 gp | 1d10 | 2d6 | 19-20/x2 | — | 8 lbs. | S | — | PZO1110 |
Guisarme | 9 gp | 1d6 | 2d4 | x3 | — | 12 lbs. | S | reach, trip | PZO1110 |
Halberd | 10 gp | 1d8 | 1d10 | x3 | — | 12 lbs. | P or S | brace, trip | PZO1110 |
Hammer, lucerne | 15 gp | 1d10 | 1d12 | x2 | — | 12 lbs. | B or P | brace, reach, see text | PZO1115 |
Horsechopper | 10 gp | 1d8 | 1d10 | x3 | — | 12 lbs. | P or S | reach, trip | PZO1121 |
Lance | 10 gp | 1d6 | 1d8 | x3 | — | 10 lbs. | P | reach | PZO1110 |
Ogre hook | 24 gp | 1d8 | 1d10 | x3 | — | 10 lbs. | P | trip | PZO9226-Revised |
Pickaxe | 14 gp | 1d6 | 1d8 | x4 | — | 12 lbs. | P | — | PAP14 |
Planson | 10 gp | 1d8 | 1d10 | x2 | — | 10 lbs. | B or P | brace | PZO9468 |
Ranseur | 10 gp | 1d6 | 2d4 | x3 | — | 12 lbs. | P | disarm, reach | PZO1110 |
Scythe | 18 gp | 1d6 | 2d4 | x4 | — | 10 lbs. | P or S | trip | PZO1110 |
Spear, syringe | 100 gp | 1d6 | 1d8 | x3 | 20 ft. | 6 lbs. | P | brace, see text | PPZO9410 |
(Martial) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Arrows, common (20) | 1 gp | — | — | — | — | 3 lbs. | P | — | PZO1110 |
Arrows/bolts, barbed (20) | 2 gp | see text | see text | see text | see text | 3 lbs. | P | grapple | PPC:RTT |
Arrow, bleeding (1) | 360 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows, blunt (20) | 2 gp | — | — | — | — | 3 lbs. | B | see text | PZO1115 |
Arrow, distance (iron-tipped) (20) | 1 gp | — | — | — | — | 4 lbs. | — | — | PRG:UC |
Arrow, durable (1) | 1 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, dye (1) | 1 gp | see text | see text | see text | see text | 4 lbs. | — | see text | PPC:Elves |
Arrows, flight (20) | 2 gp | — | — | — | see text | 3 lbs. | P | see text | PZO1115 |
Arrows/bolts, incendiary (20) | 10 gp | see text | see text | see text | see text | 3 lbs. | see text | see text | PPC:RTT |
Arrow, lodestone (1) | 10 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, pheromone (1) | 15 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows/bolts, pronged (20) | 2 gp | see text | see text | see text | see text | 3 lbs. | see text | see text | PPC:RTT |
Arrow, raining (1) | 30 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, slow burn (1) | 150 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, smoke (1) | 10 gp | — | — | — | — | — | P | see text | PZO1115 |
Arrow, splintercloud (1) | 25 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, tanglefoot (1) | 20 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, thistle (1) | 1 gp | — | — | — | — | 0.15 lbs | P | see text | PPZO9410 |
Arrow, throwing (1) | 5 sp | see text | see text | see text | see text | 1/2 lb. | see text | see text | PPC:RTT |
Arrow, trip (1) | 25 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows, whistling (20) | 2 gp | — | — | — | — | 3 lbs. | — | — | PZO1118 |
Exotic Weapons
(Exotic) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Aklys | 5 gp | 1d4 | 1d6 | x2 | 20 ft. | 2 lbs. | B | performance, trip | PZO1118 |
Axe-Gauntlet, Dwarven Light | 16 gp | 1d4 | 1d6 | x3 | — | 5 lbs. | S | blocking, disarm | PPC:HftF |
Axe, knuckle | 9 gp | 1d4 | 1d6 | x3 | — | 2 lbs. | S | monk, performance | PZO1118 |
Barbazu beard | 25 gp | 1d3 | 1d4 | x2 | — | 5 lbs | S | see text | PPC:Devils |
Battle poi | 5 gp | 1d3 (fire) | 1d4 (fire) | x2 | — | 2 lbs. | fire | — | PPZO9410 |
Dagger, swordbreaker | 10 gp | 1d3 | 1d4 | x2 | — | 3 lbs. | S | disarm, sunder | PZO1115 |
Flying Talon | 15 gp | 1d3 | 1d4 | x2 | 10 ft. | 5 lbs. | P | disarm, trip | PPZO94102 |
Gnome pincher | 10 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | B | disarm, see text | PZO9468 |
Halfling rope-shot | 1 gp | 1d4 | 1d6 | x2 | — | 1 lb. | B | disarm | PZO9468 |
Helmet, dwarven boulder | 20 gp | 1d3 | 1d4 | x2 | — | 10 lbs. | B | see text | PZO1121 |
Kama | 2 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | S | monk, trip | PZO1110 |
Knife, butterfly | 5 gp | 1d3 | 1d4 | 19-20/x2 | — | 1 lb. | P or S | — | PPZO9410 |
Knife, deer horn | 10 gp | 1d3 | 1d4 | x3 | 20 ft. | 3 lbs. | P | blocking, monk | PZO9468 |
Maulaxe, dwarven | 25 gp | 1d4 | 1d6 | x3 | 10 ft. | 5 lbs. | B or S | — | PPZO9410 |
Nunchaku | 2 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | B | disarm, monk | PZO1110 |
Quadrens | 8 gp | 1d4 | 1d6 | 19-20/x2 | — | 2 lbs. | P | performance | PZO1118 |
Razor, drow | 25 gp | 1d3 | 1d4 | 18–20/×2 | — | 2 lbs. | S | see text | PPZO94102 |
Rope gauntlet | 2 sp | 1d3 | 1d4 | x2 | — | 2 lbs. | B (or S) | — | PPZO9410 |
Sabre, sawtoothAA1 | 35 gp | 1d6 | 1d8 | 19-20/x2 | — | 2 lbs. | S | — | PPZO9410 |
Sai | 1 gp | 1d3 | 1d4 | x2 | — | 1 lb. | B | disarm, monk | PZO1110 |
Sanpkhang | 60 gp | 1d3 | 1d4 | 19–20/×2 | — | 1 lb. | P or S | monk, see text | PPZO94102 |
Siangham | 3 gp | 1d4 | 1d6 | x2 | — | 1 lb. | P | monk | PZO1110 |
Sica | 10 gp | 1d4 | 1d6 | x2 | — | 2 lbs. | S | performance | PZO1118 |
Thorn bracer | 30 gp | 1d4 | 1d6 | x2 | — | 3 lbs. | P | — | PCS |
War-shield, dwarven | 50 gp | 1d4 | 1d6 | ×2 | — | 8 lbs. | P or S | see text | PPZO94102 |
Waveblade | 5 gp | 1d4 | 1d6 | 18–20/×2 | — | 2 lbs. | P or S | monk, see text | PPZO94102 |
Whip, scorpion | 5 gp | 1d3 | 1d4 | x2 | — | 3 lbs. | S | disarm, performance, reach, trip | PZO1118 |
(Exotic) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe-Gauntlet, Dwarven Heavy | 21 gp | 1d6 | 1d8 | x3 | — | 5 lbs. | S | blocking, disarm | PPC:HftF |
Axe, hooked | 20 gp | 1d6 | 1d8 | x3 | — | 7 lbs. | S | disarm, performance, trip | PZO1118 |
Broken-back seax | 40 gp | 1d8 | 1d10 | 19–20/×2 | — | 4 lbs. | P & S | see text | PPC:MAH |
Estoc | 50 gp | 2d3 | 2d4 | 18–20/x2 | — | 4 lbs. | P | — | PZO9468 |
Falcata | 18 gp | 1d6 | 1d8 | 19-20/x3 | — | 4 lbs. | S | — | PZO1115 |
Flickmace | 20 gp | 1d6 | 1d8 | x2 | — | 10 lb | B | reach, trip | PC:GoG |
Flindbar | 9 gp | 1d6 | 1d8 | x2 | — | 6 lbs. | B and P | disarm, trip | MC |
Khopesh | 20 gp | 1d6 | 1d8 | 19-20/x2 | — | 8 lbs. | S | trip | PZO1115 |
Knobkerrie | 5 gp | 1d4 | 1d6 | x2 | 20 ft. | 4 lbs. | B | see text | PPC:RTT |
Ram Hammer, Dwarven | 25 gp | 1d6 | 1d8 | x3 | 10 ft. | 5 lbs. | B | — | PPC:HftF |
Rapier, spiral | 80 gp | 1d4 | 1d6 | 18–20/×2 | — | 3 lbs. | P | blocking, disarm, see text | PPZO94102 |
Rhoka | 5 gp | 1d6 | 1d8 | 18-20/x2 | — | 6 lbs. | S | — | PPZO9410 |
Sabre, sawtoothAG | 35 gp | 1d6 | 1d8 | 19-20/x2 | — | 2 lbs. | S | — | PZO9226-Revised |
Shotel | 30 gp | 1d6 | 1d8 | x3 | — | 3 lbs. | P | performance | PZO1118 |
Sickle-sword | 20 gp | 1d6 | 1d8 | 19–20/×2 | — | 4 lbs. | S | distracting, see text | PPZO94102 |
Split-blade sword | 200 gp | 1d10 | 2d6 | ×2 | — | 8 lbs. | S | disarm, trip, see text | PPC:MAH |
Sword, dueling | 20 gp | 1d6 | 1d8 | 19-20/x2 | — | 3 lbs | S | — | PZO9226-Revised |
Sword, bastard | 35 gp | 1d8 | 1d10 | 19-20/x2 | — | 6 lbs. | S | — | PZO1110 |
Tongi | 18 gp | 1d4 | 1d6 | 19-20/x3 | — | 4 lbs. | P | — | PZO9468 |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | x3 | — | 8 lbs. | S | — | PZO1110 |
Waraxe, dwarven double | 60 gp | 1d8 | 1d10 | x3 | — | 12 lbs. | S | see text | PZO1121 |
Whip | 1 gp | 1d2 | 1d3 | x2 | — | 2 lbs. | S | disarm, nonlethal, reach, trip | PZO1110 |
(Exotic) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe, Orc Double | 60 gp | 1d6/1d6 | 1d8/1d8 | x3 | — | 15 lbs. | S | double | PZO1110 |
Axe, Butchering | 65 gp | 1d12 | 3d6 | ×3 | — | 25 lbs. | S | see text | PPZO94102 |
Battle Ladder, gnome | 20 gp | 1d4/1d4 | 1d6/1d6 | x2 | — | 8 lbs. | B | trip | PPZO94102 |
Boarding gaff | 8 gp | 1d4/1d4 | 1d6/1d6 | x2 | — | 8 lbs. | S | double, reach, trip | PPZO94102 |
Chain-hammer | 35 gp | 1d4/1d4 | 1d6/1d6 | ×2 | 20 ft. | 8 lbs. | B | double, see text | PPZO94102 |
Chain, spiked | 25 gp | 1d6 | 2d4 | x2 | — | 10 lbs. | P | disarm, trip | PZO1110 |
Crook | 1 gp | 1d4 | 1d6 | x2 | — | 5 lbs. | B | reach, trip | PZO9468 |
Curve blade, elven | 80 gp | 1d8 | 1d10 | 18–20/x2 | — | 7 lbs. | S | — | PZO1110 |
Dorn-Dergar, dwarven | 50 gp | 1d8 | 1d10 | x2 | — | 15 lbs. | B | reach, see text | PPZO94102 |
Double spear | 25 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 12 lbs. | P | double | PPC:MAH |
Elven branched spear | 20 gp | 1d6 | 1d8 | x3 | — | 10 lbs. | P | brace, reach | PZO9468 |
Fauchard | 14 gp | 1d8 | 1d10 | 18-20/x2 | — | 10 lbs. | S | reach, trip | PPZO94102 |
Flail, dire | 90 gp | 1d6/1d6 | 1d8/1d8 | x2 | — | 10 lbs. | B | disarm, double, trip | PZO1110 |
Flailpole | 15 gp | 1d6 | 1d8 | x2 | — | 10 lbs. | B | disarm, reach, trip | PC:GoG |
Flambard | 50 gp | 1d8 | 1d10 | 19-20/x2 | — | 6 lbs. | S | sunder | PPZO9410 |
Flying blade | 40 gp | 1d10 | 1d12 | x3 | — | 12 lbs. | S | performance, reach | PZO1118 |
Garrote | 3 gp | 1d4 | 1d6 | x2 | — | 1 lb. | S | grapple, see text | PPZO9410 |
Giant-Sticker, Dwarven | 25 gp | 1d8 | 2d6 | x3 | — | 12 lbs. | P or S | brace, reach | PPC:HftF |
Hammer, Gnome hooked | 20 gp | 1d6/1d4 | 1d8/1d6 | x3/x4 | — | 6 lbs. | B or P | double, trip | PZO1110 |
Harpoon | 5 gp | 1d6 | 1d8 | x3 | 10 ft. | 16 lbs. | P | grapple | PPC:Pirates |
Longaxe, dwarven | 50 gp | 1d10 | 1d12 | x3 | — | 14 lbs. | S | reach | PZO1121 |
Longhammer, dwarven | 70 gp | 1d10 | 2d6 | x3 | — | 20 lbs. | B | reach | PZO1121 |
Mancatcher | 15 gp | 1 | 1d2 | x2 | — | 10 lbs. | P | grapple, reach, see text | PZO1115 |
Orc skull ram | 15 gp | 1d8 | 1d10 | x3 | — | 20 lbs. | B | reach | PZO9468 |
Piston maul, gnome | 70 gp | 1d8 | 1d10 | x2 | — | 15 lbs. | B | see text | PPZO94102 |
Ripsaw glaive, gnome | 30 gp | 1d8 | 1d10 | x3 | — | 12 lbs. | S | reach, see text | PPZO94102 |
Rod of Razors
Bug Crusher
Decimation
The Dissector
Bloody Crescent
Bow Breaker
Ashwood Pole Bardiche
Ashwood Pole Bardiche (Altered)
Ashwood Pole Bardiche (Altered 2)
Flame's Hatred
Flames's Cleansing
Flame's Will
Finnean the Talking Weapon
Oppressor
Unstoppable Khanda
Bastard Sword +5
Martyr's Blade
Bastard Sword of Hope
Frostbite
Howling Doom
Corpse Piler
Finnean the Talking Weapon
Earth's Wrath
Serrator
Unbending Valor
Fracturing Battleaxe
Ice Breaker
The Bliz
Touch of Flaw
Rusty Dawn
Battleaxe of Rovagug
Battleaxe of Rovagug (Altared)
Battleaxe of Rovagug (Altared w)
Finnean the Talking Weapon
Grim Finale
The Ancient Root
Brutal Decay
Club of Hunger
Club of Hunger (Altered)
Finnean the Talking Weapon
Deceiver
Troublemaker
Frailty
Dagger +4
Soft Cut
Deep Rip
Arcane Protector
Lightning Duelist
Chaos Shard
Lethal Conductor
Edict
Dormition
Retriever's Claw
Edge of Force
Attrition Dagger
Purple Stone Knife
Shiny Dagger
Decaying Dagger
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
Gift of Blood
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
Cruel Fate
Ruse
Poisonous Dart
Noxious Stalker
Whistling Killer
Finnean the Talking Weapon
Atrocities
Holy Flaming Orc Double Axe +3
Tempest
Fang of Malice
Sequence pf Murder
Screaming Reaper
Slaughtering Silence
Finnean the Talking Weapon
Menace
Lord Protector
Royal Gift
Swordsman's Passion
Arcane Enforcer
Blood Freezer
1d8 (Slashing)+1d6 (Cold)
Bloodhound
Herald of Pain
Opportunist's Dwarven Waraxe
Mordant Waraxe
Relentless Assault
Wrath of Ancestor
Mighty Advisor
Behemoth Chopper
Comforter
Harbinger
Obliteration
Rumble
Smasher
Burning Torment
Powerful Pummel
Divine Dismissal
Terrifying Tremble
Clarity
Saviour
Bane of the Living
Insomniac Blade
Second Chance
Blinding Beauty
Final Glance
Devitalizer
Lifestopper
Forsaken Edge
Hairsplitter
Blinding Light
Estoc of Purity
Nimble Edge
Crippling Kiss
Destroyer of Planes
Fervent Edge
Decapitator
Lion's Claw
Ceremonial Falcata
Pain Channeler
Nightmare
Disemboweler
Beastrender
Fury's Legacy
Tormentor
Jinx
Holy Blare
Touch of Mercy
Rumbling Falchion
Dark Bidding
Serpent Prince
Mastery
Mighty Blow of Good
Bearer of Sorrow
Rushlight
Mithral Flail +2
Tyrant
Flail of False Hope
Flail of Lightburst
Demon's Terror
Deathbed Servant
Flail of Hunger
Flail of Hunger (Weapon)
Flail of Hunger (Altered)
Mithral Flail +2
Tyrant
Flail of False Hope
Flail of Lightburst
Demon's Terror
Deathbed Servant
Deterrence
Incorruptible Petal
Banshee's Heart
Death Pact
Rapid Recovery
Champion's Glaive
Demonic Hunger
Marching Terror
Finnean the Talking Weapon
Mayhem
Frost Touch
Retribution
Extinguisher
Dragon's Essence
Capital Punishment
Heat of Battle
Second Execution
Trollreaper
Destroyer
Lethel Squall
Blocker
Blinding Wrath
Gore Feaster
Greataxe of Rovagug
Greataxe of Rovagug (Weapon)
Greataxe of Rovagug (Altered)
The Crusher
Durance
Spinebreaker
Greatclub of Sacred Cinders
Fly Swatter
Stonekeeper
Swift Blow
Endless War
Remnant
Lustrous Blade
Numerian Greatsword
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
Fatal Beacon
Exterminator
Blood Red Cleaver
Finnean the Talking Weapon
Beacon
Stonecutter
Roaring Handaxe
Crushing Cold
Scorpion's Kiss
Executioner of Evil
Grave Singer
Slaver's Fury
Peacemaker
Handaxe of Rovagug
Handaxe of Rovagug (Weapon)
Handaxe of Rovagug (Altered)
Finnean the Talking Weapon
Ankle Breaker
Eye of the Tornado
Elemental Squall
Mythslayer
Crossbow of Judgement
Detainer
Heavy Crossbow of Degradation
Richocheting Heavy Crossbow
Rolling Thunder
Rude Stopper
Heartbreaker
Finnean the Talking Weapon
Vanguard
Overthrow
The End
Tyranny of Mind
Heavy Flail of Weakness
Merry-Go-Round
Pure Savagery
Eternal Winter
Heavy Flail of the Faultless Daybreak
Triumphant Noontide
Sanguineous Sundown
Heavy Flail of the Faultless Daybreak (Altered)
Alkaline Mace
Terror Bringer
Eradicator
Mallet of Woe
Skullcrusher
Malevolent Corrosion
Malevolent Singe
Malevolent Frostbite
Malevolent Storm
Authority
Executioner
Righteous Punishement
Sovereign
Voice of Hollow
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
Sapping Assault
Sun Stroke
Defiler
Grasp of Devotion
Finnean the Talking Weapon
Kneesplitter
Demolisher
Bulky Pick
Rabid Underdog
Finger of the Heiress
Death's Consonant
Dead Bough
Mad Sculptor
Dreadful Onslaught
Spiteful Mockery
Ashwood Pole Heavy Pick
Ashwood Pole Heavy Pick (Weapon)
Ashwood Pole Heavy Pick (Altered)
Datura
Honorable Judgement
Gnome Hooked Hammer of Discipline
Rebound
Crushing Burden
Wrecking Devil
Finnean the Talking Weapon
Quick Death
Sky Scorcher
Finnean the Talking Weapon
Monastic Kama
Monastic Kama (Altered)
Persecutor
Talon of the Wise
Defense by Offence
Heart of Iceberg
Maimer
Edge of Expulsion
Gift of Death
Mother's Keen
Mother's Warmth
Weasel's Bite
Weasel's Claw
Cold Blood
Fiery Blood
Swift Injustice
Light weapon pathfinder
The bathroom and patiently opened her mouth, clasping her first-class round breasts with her hands on both sides. The student's member began to rise from this sight, but it was not there. A tight stream of yellow urine hit Margarita Sergeevna at first in the boobs, but Tolya sent his penis higher and now she got into her mouth.
Slava with a dropped jaw watched as his best friend fed his mother in the mouth after she licked both their. Anuses and allowed them to fuck her in all holes.
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Without changing my position, she brought her pussy filled with hot cum to my mouth and ordered a drink. Then, on my back, she again entered me with a strap-on. She was already moving now.