Simple Weapons
[Edit]
Table: Simple Melee Weapons
Tiny | Cost | Dmg | Critical | Weight | Group | Traits |
---|---|---|---|---|---|---|
Brass knuckles | 1 gol | 1d3 B | x2 | 1 lb. | Brawling | Free-hand, monk |
Cestus | 5 gp | 1d4 B | 19-20/x2 | 1 lb. | Brawling | Free-hand, monk, versatile P |
Dagger | 5 sp | 1d4 P | 19-20/x2 | 1 lb. | Knife | Thrown 10 ft., twin, versatile S |
Dagger, punching | 1 gp | 1d4 P | x3 | 1 lb. | Knife | Backstabber, charge |
Gauntlet | 2 gp | 1d3 B | x2 | 1 lb. | Brawling | Free-hand, monk |
Gauntlet, spiked | 2 gp | 1d4 P | x2 | 1 lb. | Brawling | Free-hand |
Iron brush | 1 gp | 1d3 P | x2 | — | Knife | Concealable, thrown 10 ft. |
Kunai | 2 gp | 1d4 P | x2 | 2 lbs. | Knife | Thrown 10 ft., twin, versatile B |
Sickle | 3 gp | 1d6 S | x2 | 2 lbs. | Knife | Trip |
Unarmed strike | — | 1d3 B | x2 | — | Brawling | Free-hand, nonlethal, monk |
Spring blade | 70 gp | 1d4 S | x2 | 1 lb. | Knife | Concealable, thrown 10 ft., versatile P |
Wooden stake | 1 cp | 1d4 P | x2 | 1 lb. | Knife | — |
Small | Cost | Dmg | Critical | Weight | Group | Traits |
Battle aspergillum | 5 gol | 1d6 B | x2 | 4 lbs. | Club | Shove |
Hanbo | 5 sp | 1d6 B | x2 | 2 lbs. | Club | Monk, trip |
Medium | Cost | Dmg | Critical | Weight | Group | Traits |
Club | 1 cp | 1d6 B | x2 | 3 lbs. | Club | Thrown 10 ft. |
Mace | 12 gp | 1d6 B | x2 | 8 lbs. | Club | Shove, sunder |
Morningstar | 8 gp | 1d6 B | x2 | 6 lbs. | Club | Fatal 1d10, versatile P |
Large | Cost | Dmg | Critical | Weight | Group | Traits |
Kumade | 1 gol | 1d6 P | x3 | 4 lbs. | Polearm | Grapple |
Quarterstaff | 1 cp/1 sp | 1d6 B | x2 | 4 lbs. | Club | Double 1d6 B, monk |
Spear | 2 gp | 2d4 P | x3 | 6 lbs | Spear | Double 1d6 B, thrown 20 ft. |
Table: Simple Ranged Weapons
Tiny | Cost | Dmg | Critical | Range | Weight | Group | Traits |
---|---|---|---|---|---|---|---|
Crossbow, hand | 50 gp | 1d4 | 19-20/x2 | 60 ft. | 2 lbs. | Bow | — |
Dart | 5 sp | 1d4 P | x2 | 20 ft. | 1/2 lb. | Dart | Thrown |
Small | Cost | Dmg | Critical | Range | Weight | Group | Traits |
Sling | 1 cp | 1d6 | x3 | 100 ft. | — | Sling | Propulsive |
Medium | Cost | Dmg | Critical | Range | Weight | Group | Traits |
Blowgun | 1 gp | 1d2 | x2 | 20 ft. | 1 lb. | Dart | Nonlethal |
Javelin | 1 gp | 1d6 P | x2 | 30 ft. | 2lbs. | Dart | Thrown |
Large | Cost | Dmg | Critical | Range | Weight | Group | Traits |
Crossbow | 35 gp | 2d4 | 19-20/x2 | 120 ft. | 8 lbs. | Bow | — |
Crossbow, repeating | 70 gp | 1d6 | x2 | 60 ft. | 12 lbs. | Bow | — |
Stonebow | 35 gp | 1d6 | x3 | 90 ft. | 4 lbs. | Bow | — |
Table: Simple Ammunition
Cost | Dmg | Weight | Traits | |
---|---|---|---|---|
Bolt, crossbow (10) | 1 gp | P | 1 lb. | — |
Bolt, blunt crossbow (10) | 1 gp | B | 1 lb. | — |
Bullet, sling (20) | 1 sp | B | 5 lb. | — |
Bullet, smoke (10) | 1 gp | B | 5 lb. | — |
Table: Simple Firearms
Tiny | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
---|---|---|---|---|---|---|---|---|
Pistol, coat | 150 gp | 1d6 P | x3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | Concealable, versatile B |
Small | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Pistol, dagger | 150 gp | Versatile P, S | ||||||
Pistol, double-barrelled | 350 gp | 2d4 P | x4 | 20 ft. | 1-2 (5 ft.) | 2 | 5 lbs. | Versatile B |
Pistol, flintlock | 200 gp | 2d4 P | x4 | 20 ft. | 1 (5 ft.) | 1 | 4 lbs. | Versatile B |
Medium | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Buckler gun | 300 gp | 1d6 P | x4 | 10 ft. | 1 (5 ft.) | 2 | 6 lbs. | Versatile B |
Pepperbox | 600 gp | 2d4 P | x4 | 20 ft. | 1-2 (5 ft.) | 6 | 5 lbs. | Versatile B |
Pistol, dragon | 200 gp | 1d6 P | x4 | 20 ft. | 1-2 (5 ft.) | 1 | 3 lbs. | Scatter, versatile B |
Pistol, sword cane | 250 gp | Concealable, versatile B | ||||||
Large | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Blunderbuss | 400 gp | 2d4 P | x2 | 15 ft. | 1-2 (10 ft.) | 1 | 8 lbs. | Scatter, versatile P |
Culverin | 800 gp | |||||||
Double hackbut | 800 gp | |||||||
Fire lance | 25 cp | 1d6 P | x4 | 10 ft. | 1-4 (5 ft.) | 1 | 4 lbs. | |
Musket, axe | 450 gp | |||||||
Musket, double-barrelled | 750 gp | 3d4 P | x4 | 40 ft. | 1-3 (5 ft.) | 2 | 11 lbs. | Versatile B |
Musket, flintlock | 400 gp | 3d4 P | x4 | 40 ft. | 1-2 (5 ft.) | 1 | 9 lbs. | Versatile B |
Musket, warhammer | 450 gp |
Table: Simple Firearm Ammunition
Simple Firearm Ammunition | Cost | Dmg | Weight | Traits |
---|---|---|---|---|
Black Powder | 1 gp | — | ||
Blast Powder | 10 gp | — | ||
Bullet, Firearm (10) | 1 gp | B, P | ||
Entangling Shot Cartridge, Black | 4 gp | |||
Entangling Shot Cartridge, Blast | 40 gp | |||
Flare Cartridge, Black | 2 gp | |||
Flare Cartridge, Blast | 20 gp | |||
Pellets (10) | 1 gp | B, P | ||
Rubber bullet, Firearm (10) | 2 gp | B | Nonlethal | |
Paper Cartridge, Black (10) | 12 gp | B, P | ||
Paper Cartridge, Blast (10) | 120 gp | B, P | ||
Rubber paper Cartridge, Black (10) | 24 gp | B | Nonlethal | |
Rubber paper Cartridge, Blast (10) | 240 gp | B | Nonlethal | |
Salt Shot Cartridge, Black (10) | 12 gp | B, P | ||
Salt Shot Cartridge, Blast (10) | 120 gp | B, P |
Martial Weapons
[Edit]
Table: Martial Melee Weapons
Tiny | Cost | Dmg | Critical | Weight | Group | Traits |
---|---|---|---|---|---|---|
Kerambit | 5 sil | 1d3 S | x3 | — | Knife | Backstabber, concealable |
Shuriken (5) | 1 gol | 1d3 P | x2 | — | Dart | Monk, thrown 10 ft. |
Small | Cost | Dmg | Critical | Weight | Group | Traits |
Axe, throwing | 8 gol | 1d6 S | x2 | 2 lbs. | Axe | Thrown 10 ft. |
Butterfly sword | 20 gol | 1d4 S | 19-20/x2 | 1 lb. | Sword | Monk |
Jutte | 8 gol | 1d6 B | x2 | 1 lb. | Club | Disarm, monk |
Kama | 2 gol | 1d6 S | x2 | 2 lbs. | Knife | Monk, trip, versatile P |
Kukri | 8 gol | 1d4 S | 18-20/x2 | 2 lbs. | Knife | Twin |
Lungchuan tamo | 5 gol | 1d4 P | x2 | 1 lb. | Knife | Concealable, monk, throwing 10 ft., twin, versatile S |
Shang gou | 6 gol | 1d4 S | x2 | 1 lb. | Sword | Disarm, monk, trip, twin |
Shield, light steel | 30/80 gol | 1d3 B | x2 | 6/7 lbs. | Shield | Shove, thrown 10 ft. |
Shield, light wooden | 3/50 gol | 1d2 B | x2 | 5/6 lbs. | Shield | Shove, thrown 10 ft. |
Tonfa | 1 gol | 1d6 B | x2 | 1 lb. | Club | Blocking, grapple, monk |
Wakizashi | 35 gol | 1d6 S | 18-20/x2 | 2 lbs. | Sword | Deadly |
Medium | Cost | Dmg | Critical | Weight | Group | Traits |
Battleaxe | 10 gol | 2d4 S | x3 | 6 lbs. | Axe | Sweep |
Broadsword, nine ring | 15 gol | 2d4 S | x3 | 4 lbs. | Sword | Forceful, monk |
Double chicken saber | 12 gol | 1d6 S | 19-20/x2 | 3 lbs. | Sword | Disarm, monk, twin |
Estoc | 50 gol | 2d4 P | 18-20/x2 | 4 lbs. | Sword | Two-hand |
Flail | 8 gol | 2d4 B | x2 | 5 lbs. | Flail | Disarm, sweep, trip |
Gandasa | 15 gol | 2d4 S | x3 | 4 lbs. | Axe | Versatile P |
Katana | 50 gol | 2d4 S | 19-20/x2 | 6 lbs. | Sword | Deadly, two-hand, versatile P |
Khopesh | 10 gol | 1d6 S | x3 | 4 lbs. | Sword | Disarm, trip, versatile B |
Rapier | 20 gol | 1d6 P | 18-20/x2 | 2 lbs. | Sword | Disarm |
Scimitar | 15 gol | 1d6 S | 18-20/x2 | 4 lbs. | Sword | Forceful, sweep |
Shield, heavy steel | 70 gol | 1d4 B | x2 | 15 lbs. | Shield | Shove |
Shield, heavy wooden | 70 gol | 1d3 B | x2 | 10 lbs. | Shield | Shove |
Sibat | 2 gol | 1d6 P | x3 | 2 lbs. | Spear | Grapple, thrown 10 ft., versatile S |
Sword, bastard | 35 gol | 2d4 S | 19-20/x2 | 6 lbs. | Sword | Two-hand, versatile P |
Sword, double-edged straight | 15 gol | 2d4 S | 19-20/x2 | 4 lbs. | Sword | Versatile P |
Trident | 15 gol | 2d4 P | x2 | 4 lbs. | Spear | Brace, thrown 20 ft. |
Warhammer | 12 gol | 2d4 B | x3 | 5 lbs. | Hammer | Shove |
Warpick | 8 gol | 1d6 P | x4 | 6 lbs. | Pick | Drag, versatile B |
Large | Cost | Dmg | Critical | Weight | Group | Traits |
Bardiche | 13 gol | 3d4 S | 19-20/x2 | 14 lbs. | Axe | Forceful, reach |
Glaive | 8 gol | 2d4 S | x3 | 10 lbs. | Polearm | Deadly, double 1d6 B, forceful, reach |
Guisarme | 9 gol | 2d4 S | x3 | 12 lbs. | Polearm | Double 1d6 B, reach, reposition, trip |
Halberd | 10 gol | 2d4 S | x3 | 12 lbs. | Polearm | Brace, double 1d6 B, trip, reach, versatile P |
Hooked lance | 3 gol | 2d4 P | x4 | 10 lbs. | Polearm | Reach, trip |
Lance | 10 gol | 3d4 P | x3 | 10 lbs. | Spear | Charge, reach |
Monk's spade | 20 gol | 1d6 B | x2 | 12 lbs. | Polearm | Double 1d6 B, monk, versatile P, versatile S |
Naginata | 35 gol | 3d4 S | x4 | 9 lbs. | Polearm | Reach |
Sansetsukon | 8 gol | 2d4 B | 19-20/x2 | 3 lbs. | Club | Blocking, disarm, monk |
Scythe | 18 gol | 2d4 S | x4 | 10 lbs. | Polearm | Sweep, trip, versatile P |
Tetsubo | 20 gol | 2d4 B | x4 | 10 lbs. | Club | Forceful, versatile P |
Tiger fork | 5 gol | 2d4 P | x2 | 8 lbs. | Polearm | Brace, monk |
Tri-point double-edged sword | 12 gol | 3d4 P | x3 | 14 lbs. | Sword | Reach |
Table: Martial Ranged Weapons
Small Weapons | Cost | Dmg | Critical | Range | Weight | Group | Traits |
---|---|---|---|---|---|---|---|
Chakram | 1 gol | 2d4 S | x2 | 30 ft. | 1 lb. | Knife | Thrown |
Mambele | 4 gol | 1d6 P | x3 | 15 ft. | 1 lb. | Knife | Thrown |
Tube arrow shooter | 1 gol | 1d4 P | x2 | 40 ft. | 1/2 lb. | Dart | Concealable |
Medium Weapons | Cost | Dmg | Critical | Range | Weight | Group | Traits |
Atlatl | 1 gol | 2d4 P | x3 | 30 ft. | 1 lb. | Spear | Propulsive |
Large Weapons | Cost | Dmg | Critical | Range | Weight | Group | Traits |
Bow | 30 gol | 2d4 | x3 | 120 ft. | 3 lbs. | Bow | Propulsive |
Bow, composite | 100 gol | 3d4 | x3 | 150 ft. | 3 lbs. | Bow | Propulsive |
Spear-sling | 40 gol | 2d4 | x3 | 30 ft. | 2 lbs. | Spear | Propulsive |
Table: Martial Ammunition
Small | Cost | Dmg | Weight | Traits |
---|---|---|---|---|
Arrow (20) | 1 gp | P | 3 lbs. | — |
Arrow, blunt (20) | 2 gp | B | 3 lbs. | — |
Arrow, iron-tipped distance (20) | 1 gp | P | 4 lbs. | Increase bow’s range increment by 10 ft. but take a -1 penalty on damage dealt per range increment (minimum 1 point of damage). |
Arrow, smoke (1) | 10 gp | P | 3 lbs. | — |
Arrow, tanglefoot (1) | 20 gp | P | 3 lbs. | — |
Arrow, trip (1) | 25 gp | P | 3 lbs. | — |
Arrow, tube (10) | 1 gp | P | 1/2 lb. | As an improvised melee weapon, they deal damage equivalent to a spiked gauntlet. |
Arrow, whistling (20) | 2 gp | P | 3 lb. | The sound is audible within 500 feet of the flight path. |
Table: Martial Firearms
Tiny | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
---|---|---|---|---|---|---|---|---|
Revolver, pocket | 1,500 gol | 1d6 P | x2 | 10 ft. | 1 | 4 | 2 lbs. | Concealable, versatile B |
Small | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Revolver | 2,000 gol | 3d4 P | x4 | 20 ft. | 1 | 6 | 4 lbs. | Versatile B |
Medium | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Shotgun, sawed-off | 3,500 gol | 4d4 P | x2 | 10 ft. | 1-3 | 1 | 10 lbs. | Knockdown, scatter, versatile B |
Shotgun, double-barreled sawed-off | 6,000 gol | 4d4 P | x2 | 10 ft. | 1-3 | 2 | 12 lbs. | Knockdown, scatter, versatile B |
Large | Cost | Dmg | Critical | Range | Misfire | Capacity | Weight | Traits |
Rifle | 4,000 gol | 5d4 P | x4 | 80 ft. | 1 | 1 | 12 lbs. | Versatile B |
Rifle, pepperbox | 7,000 gol | 5d4 P | x4 | 80 ft. | 1-2 | 4 | 15 lbs. | Versatile B |
Shotgun | 4,000 gol | 4d4 P | x2 | 20 ft. | 1-2 | 1 | 12 lbs. | Knockdown, scatter, versatile B |
Shotgun, double-barreled | 7,000 gol | 4d4 P | x2 | 20 ft. | 1-2 | 2 | 15 lbs. | Knockdown, scatter, versatile B |
Table: Martial Firearm Ammunition
Fine-3 | Cost1 | Dmg | Weight | Traits |
---|---|---|---|---|
Metal cartridge, revolver | 15 gol | B, P | ||
Rubber metal cartridge, revolver | 20 gol | B | Nonlethal | |
Fine-2 | Cost1 | Dmg | Weight | Traits |
Entangling shot metal cartridge, shotgun | 40 gol | B, P | ||
Flare metal cartridge, shotgun | 30 gol | B, P | ||
Metal cartridge, rifle | 30 gol | B, P | ||
Metal cartridge, shotgun pellets | 20 gol | B, P | ||
Metal cartridge, shotgun slug | 25 gol | B, P | ||
Rubber metal cartridge, rifle | 40 gol | B | Nonlethal | |
Rubber metal cartridge, shotgun pellets | 30 gol | B | Nonlethal | |
Rubber metal cartridge, shotgun slug | 35 gol | B | Nonlethal | |
Salt shot metal cartridge, shotgun | 30 gol | B, P | ||
1The listed cost is for black power ammunition. Multiply the cost by 10 for its blast powder equivalent. |
Exotic Weapons
[Edit]
Table: Exotic Melee Weapons
Small | Cost | Dmg | Critical | Weight | Group | Traits |
---|---|---|---|---|---|---|
Bichuwa | 5 gol | 1d4 S | 19-20/x2 | 2 lbs. | Knife | Disarm, monk, versatile P |
Dan bong | 1 sil | 1d3 B | 19-20/x2 | — | Club | Blocking, monk |
Dwarven War-shield | 50 gol | 1d4 P | x2 | 8 lbs. | Shield | Racial (dwarf), shove, versatile S |
Emei piercer | 1 gol | 1d3 P | 19-20/x2 | — | Knife | Distracting |
Fighting Fan | 5 gol | 1d4 S | x2 | — | Knife | Distracting, monk, versatile P |
Gnome Hooked Hammer | 1d6 B | x4 | 3 lbs. | Hammer | Racial (gnome), trip, two-hand, versatile P | |
Nunchucku | 2 gol | 1d6 B | x2 | 2 lbs. | Club | Backswing, disarm, monk |
Sai | 1 gol | 1d4 B | x2 | 1 lb. | Knife | Disarm, monk, twin |
Medium | Cost | Dmg | Critical | Weight | Group | Traits |
Dwarven Waraxe | 30 gol | 2d4 S | x3 | 12 lbs. | Axe | Racial (dwarf), two-hand |
Elven Courtblade | 50 gol | 1d6 P | 18-20/x2 | 6 lbs. | Sword | Disarm, distracting, racial (elf), versatile S |
Gnome Piston Maul | 1d8 B | x2 | 8 lbs. | Hammer | Racial (gnome), sunder | |
Snarlshield, steel | 50 gol | 1d4 P | x2 | 20 lbs. | Shield | Disarm, shove |
Snarlshield, wooden | 5 gol | 1d3 P | x2 | 15 lbs. | Shield | Disarm, shove |
Large | Cost | Dmg | Critical | Weight | Group | Traits |
Dwarven Longaxe | 50 gol | 3d4 S | x3 | 14 lbs. | Axe | Racial (dwarf), reach, sweep |
Dwarven Longhammer | 70 gol | 3d4 B | x3 | 20 lbs. | Hammer | Knockdown, racial (dwarf), reach, sunder |
Elven Branched Spear | 20 gol | 2d4 P | x3 | 10 lbs. | Spear | Disarm, double 1d6 B, racial (elf), thrown 10 ft., +2 to attack on AoOs provoked by movement |
Elven Curveblade | 80 gol | 2d4 S | 18-20/x2 | 7 lbs. | Sword | Forceful, racial (elf) |
Kusarigama | 12 gol | 1d6 S | x2 | 3 lbs | Flail | Double 1d4 B, grapple, monk, reach, trip |
Meteor Hammer | 10 gol | 2d4 B | x2 | 10 lbs. | Flail | Blocking, double 1d8 B, drag, reach, trip |
Orc Skull Ram | 15 gol | 2d4 B | x3 | 20 lbs. | Club | Knockdown, racial (orc), reach |
Table: Exotic Ranged Weapons
Medium Weapons | Cost | Dmg | Critical | Range | Weight | Group | Traits |
---|---|---|---|---|---|---|---|
Halfling slingstaff | 20 gol | 1d6 | x3 | 120 ft. | 3 lbs. | Sling | Melee 1d4 B, propulsive, racial (halfling) |
Weapon Rules
Alchemical Items as Weapons
[Edit]
Many alchemical items are often thrown or hurled, and then break to make “splash” attacks. If the item has a DC, the DC increases by 2 for every +4 base attack bonus of the thrower. For every 10 the attack roll beats the target DV, the item's damage and splash damage are applied again. Unless otherwise described, alchemical items have a range increment of 10 feet.
Instead of targeting a creature, you can make a ranged attack with a splash weapon against a 5 by 5 foot square area (DV 5 plus range penalties.)
If you hit: The target is dealt by the item's damage, and creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage if you target a square area.
If you miss: First, roll 1d8 to determine the misdirection of the throw.
- 1: Falls short (straight line towards the thrower.)
- 2 through 8: Count around the target creature or grid intersection in a clockwise direction.
- Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
- Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
Damage
Melee Weapons: You add your Strength modifier and Dexterity modifier to your damage roll. When you wield a weapon of the same size category as you or larger with two hands, add 1.5 times your Strength bonus and 1.5 times your Dexterity to the damage rolls on melee attacks (in addition to the increased damage die from the Two-Hand weapon trait if present). Negative Strength or Dexterity modifiers are never multiplied.
A weapon wielded in your off-hand gains only half of your Strength bonus and half of your Dexterity bonus to the damage rolls on melee attacks. Negative Strength or Dexterity modifiers are not halved, and are fully applied. Using two hands to wield a light weapon gives no advantage on damage; the Strength and Dexterity bonuses apply as though the weapon were held in your main hand only.
Thrown Weapons: You apply your Strength, Dexterity, and Wisdom modifiers 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 Thrown weapon trait), and when you do so, you incur disadvantage on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. When you throw a weapon with two hands, multiply your damage from your Strength, Dexterity, and Wisdom bonuses by 1.5; negative modifers are not multiplied.
Projectile Weapons: When you fire a projectile weapon from one hand, you add your Dexterity and Wisdom modifiers to the damage rolls on range attacks. When you wield a projectile weapon with two hands, you add 1.5 times your Dexterity bonus and 1.5 times your Wisdom bonus to the damage rolls. A negative Dexterity or Wisdom modifier is never multiplied. You get no Strength bonus on damage rolls with a projectile weapon unless it has the Propulsive trait, in which case you add only half of your Strength bonus. However, if you have a penalty for low Strength, apply the full penalty to damage rolls when you use a propulsive projectile weapon.
If you have an ability to substitute an ability score with a different one for damage, you may choose which ability score to replace.
Firearms
Simple firearms ignore DR/armor and shield bonus to DV when the target is within the weapon's first range increment.
Martial firearms ignore DR/armor and shield bonus to DV when the target is within the weapon's first five range increments.
Other types of damage reduction still apply to both types of firearms. Armor bonuses from enchantment and force effects, admanatine armor, and aetherium armor still apply to firearm damage.
Firearm Ammunition
Black powder: This alchemical explosive is vulnerable to detonation from fire damage. Black powder does not ignite when wet or underwater.
Blast powder: This alchemical explosive is vulnerable to detonation from force damage. Blast powder's main ingredient is aetherite dust.
In either case, there is a chance of a dose carried by a character exploding when that character receives the appropriate damage. The character must make a Reflex save to avoid having the doses on him detonating. The Reflex DC is equal to the DC of the source of the damage. If the source of the damage has no DC, the DC is equal to the amount of damage inflicted on the character.
If the source of the damage is a single target effect, such as the fire damage from a flaming weapon or a magic missile, only one dose is at risk of detonating for each occurrence of damage.
If the source of the damage is an area effect such as a fireball, a number of doses equal to the damage divided by 5 are are at risk of detonating. Only one save for all doses is made.
If a dose explodes, it inflicts 1d4 fire damage for each dose to the person carrying it. If a firearm is loaded with a dose, and that dose explodes, the result a misfire for that firearm. Doses carried on the person detonate first before any that are loaded in a firearm.
Metal cartridges receive advantage the Reflex save.
Loading Firearms
You need at least one hand free to load a firearm.
Simple Firearms: Simple firearms are muzzle-loaded, requiring bullets or pellets and its powder to be rammed down the muzzle. If a simple firearm has multiple barrels, each barrel must be loaded separately. It is a full action to load each barrel of a one-handed simple firearm and a 1-round action to load each barrel of a two-handed simple firearm. The Rapid Reload feat reduces this by 1 act, and using any simple cartridge reduces this by another 1 act. You cannot load a simple firearm while underwater without magical aid.
Martial Firearms: Martial firearms are chamber-loaded. It is a simple action to load one cartridge to a one-handed or two-handed martial firearm. The Rapid Reload feat reduces this to a free action, but you are limited to loading up to three cartridges per turn. Further reloading costs a simple action per cartridge as normal.
Misfire
If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4. You cannot misfire on a critical hit confirmation roll. If you roll a misfire when attempting to confirm a critical hit, just treat it as a normal result of the die (which might confirm the crit or fail to do so).
Simple Firearms: If a simple firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
Martial Firearms: Martial firearms can misfire, but when they do, they only gain the broken condition. A further misfire does not cause mechanical firearms to explode.
Natural Attacks
Most monsters and certain races have natural attacks. A creature can only use each of his natural attacks once per turn, but can treat each natural attack as it was a weapon wielded in two hands. If a natural attack is prefaced with a number, such as "2 claws", the creature can use that same natural attack that number of times during their turn. The only exception to this is Unarmed Strike, which is treated as being wielded in one hand, but can be used multiple times during a creature's turn. Natural attacks are part of the Brawling weapon group. A creature can use the extra act from haste and similar effects to attack again with a previously used natural attack during the same turn.
You can use any natural attack to make an attack of opportunity even if you already used that same attack during your turn. Using a natural attack for an attack of opportunity also does not count as its single use for your following turn.
Natural attacks can be used with the multiweapon fighting simple action, and count as light weapons to determine the attack roll penalties. You can use a combination of a weapon and a natural attack, or a combination of two different natural attacks. Determine which attack or weapon is the main hand attack before making your multiweapon attack. A natural attack selected as the main hand attack adds Strength and Dexterity bonus damage as a weapon wielded in one hand instead of two, and one-half Strength and Dexterity bonus damage when selected as the off-hand attack (penalties are not halved). A natural attack used as part of a multiweapon attack, either as the main or off-hand attack, counts as being used for that turn.
Table: Natural Attacks
Natural Attack | Base Damage for Medium Creature | Damage Type |
---|---|---|
Bite | 1d6 | B, P, and S |
Claw | 1d4 | B and S |
Gore | 1d6 | P |
Hoof, Tentacle, Wing | 1d4 | B |
Pincers, Tail Slap | 1d6 | B |
Slam | 1d4 | B |
Sting | 1d4 | P |
Talons | 1d4 | S |
Other | 1d4 | B, P, or S |
Weapon Groups
Each weapon group has a critical specialization effect that is applied when delivering a critical hit with a weapon belonging to that group. This is in addition to the damage multiplier. Unless a DC is listed, the DC for any save that is called for is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied).
Axe
Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll for the critical hit, you deal damage to that creature equal to a roll of your weapon’s damage die (including extra dice for its potency rune, if any). No bonuses or other additional dice apply to this damage.
Bow
If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobile and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free before it can move from its space. The creature doesn’t become stuck if it’s incorporeal, liquid (like a water elemental or some oozes), or could otherwise escape without effort. Bows always require two hands to operate, regardless of size.
Brawling
The target must succeed at a Fortitude save or be slowed 1 until the end of your next turn.
Club
You knock the target back from you 5 or 10 feet (you choose the distance).
Dart
The target takes 1d4 persistent bleed damage. The weapon's item bonus is added to this bleed damage.
Firearm
Your firearm's projectile pierces through your initial target to hit the next creature behind it. The creature must be in the same line of fire and range increment as the initial target. If its AC is lower than your attack roll for the critical hit, you deal damage to that creature equal to a roll of your weapon’s damage die (including extra dice for its potency rune, if any). No bonuses or other additional dice apply to this damage.
Flail
The target is knocked prone.
Hammer
The target is knocked prone.
Knife
The target takes 1d4 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Pick
The weapon viciously pierces the target. The target takes 1 additional damage per weapon damage die (including the extra dice from a critical hit).
Polearm
The target is moved 5 feet in a direction of your choice.
Shield
You knock the target back from you 5 feet.
Sling
The target must succeed at a Fortitude save or become slowed 1 for 1 round.
Spear
The weapon pierces the target, weakening its attacks. The target is enfeebled 1 for 1 round.
Sword
The target is made off-balance by your attack, becoming flat-footed for 1 round.
Special Weapon Groups
In addition to the standard weapon groups, there are special weapon groups that do not have a critical specialization effect, but exist to group certain weapons around a common theme for the purposes of Weapon Focus, discipline weapons, and other similar considerations. It is possible for a weapon to belong to both a standard weapon group and one of these special weapon groups.
Monk
This group encompasses all weapons with the Monk trait.. These are weapons that are commonly used by monks.
Thrown
This group encompasses all weapons with the Thrown trait.
Quality
Weapons apply their quality modifier as an enhancement bonus to attack rolls.
A poor weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a poor weapon is already broken, the roll of a natural 1 destroys it instead.
Table: Weapon Quality
Quality | Price |
---|---|
Poor | 1/2 |
Expert | x 10 |
Master | x 25 |
Legendary | x 100 |
Size
Weapons can be wielded with one hand if they are the same size category as you. Using two hands to wield a same-size range weapon gives a +2 bonus to attack rolls on range attacks with that weapon.
Weapons one size category larger than you require two hands to wield. Starting at with weapons two size categories larger than you, you take a cumulative -2 penalty to attack rolls for each larger size category. Your reach with a melee weapon two size categories larger than you increases increases by 5 ft., and an additional 5 ft. every two size catgories larger.
Light Weapons
Weapons one size category smaller than you or smaller are considered to be light weapons, and can be wielded with one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling. However, using two hands to wield a light range weapon gives a +2 bonus to attack rolls on range attacks with that weapon. An unarmed strike is always considered a light weapon.
Weapon Size Scaling
Any weapon can be scaled smaller or larger. In general, when scaling a weapon down by one size step, its cost, and its weight are halved. When scaling a weapon up one size step, its cost, and its weight are doubled. A ranged weapon's range increment is divided or multiplied by the number of steps its size is reduced or increased respectively. Weapon damage is scaled by finding its current damage die on Table: Weapon Damage Size Scale, where the previous entry is one size lower, and the following entry is one size larger. When a weapon's damage dice becomes 2d4, it scales up by adding another 1d4 to the damage dice.
Table: Weapon Damage Size Scale
0 | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | (+1d4) |
Weapon Traits
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Backstabber
When you hit a flat-footed creature, this weapon deals 1 precision damage. The damage increases to 2 if the weapon is expert quality, 3 if it's master, or to 4 if it’s legendary.
Backswing
You can use this weapon’s momentum from a miss to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Blocking
When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
Brace
If you use the brace weapon simple action to set a brace weapon against a charge, you deal double damage on your first successful hit against a creature charging at you until the end of your next turn.
Charge
If you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon.
Concealable
You gain a +2 bonus to Sleight of Hand checks to conceal this weapon on your body.
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 a disarm 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. The second part of the weapon deals damage listed with the trait. 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.
Drag
On a successful critical hit with a drag weapon, you can attempt a combat maneuver check to drag your opponent as a free action. This drag attempt does not provoke an attack of opportunity from your target if that creature is not threatening you.
Forceful
This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
Free-Hand
This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so forth. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or using the hand for something else. When you’re not wielding anything and not using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. You may cast a spell with a somatic component with a hand wielding a free-hand weapon if you make a concentration check (DC 10 + the level of the spell you’re casting). Each of your hands can have only one free-hand weapon on it.
Grapple
On a successful critical hit with a grapple weapon, you can attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from your target if that creature is not threatening you. While you grapple the target with 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 to be out of the weapon’s reach, you end the grapple with that action.
Knockdown
When scoring a critical hit with a Knockdown weapon, the target is knock prone.
Melee
This ranged weapon can be used as a melee weapon, dealing the damage listed with the trait. If the weapon uses ammunition, it must be reloaded as normal after the ranged weapon has been used in a melee attack as the act knocks any loaded ammunition out of the weapon.
Monk
Monks can use these weapons with their abilities that normally require unarmed attacks.
Nonlethal
All attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them.
Parry
This weapon can be used defensively to block attacks. While wielding this weapon, you can spend an action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Performance
When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check.
Propulsive
You add half your Strength modifier to attack and damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative. If you have a negative Strength modifier, you add your full Strength modifier instead.
Racial
This trait is followed by a race in parentheses. Creatures with the weapon familiarity racial trait matching that race are automatically proficient with these weapons.
Reach
This weapon is designed to be long and increases the reach of your melee attacks by 5 feet.
Reposition
On a successful critical hit with a reposition weapon, you can attempt a combat maneuver check to reposition your opponent as a free action. This reposition attempt does not provoke an attack of opportunity from your target if that creature is not threatening you.
Scatter
A scatter weapon can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. The pellet in a scatter shot makes it easier to hit a target at close range, but reduces weapon penetration. When a scatter weapon fires pellets, its damage die changes to the indicated value against targets beyond its first range increment, but it gains a +2 bonus to attack rolls against targets in its first range increment.
Shove
When you use a shove weapon, you get a +2 bonus on Combat Maneuver Checks to bull rush an enemy.
Sunder
When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
Sweep
This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.
Thrown
You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to attack and damage rolls in addition to Dexterity and Wisdom. When this trait appears on a melee weapon, it also includes the range increment in feet.
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.
Twin
These weapons are used as a pair, each complementing the other. When you are wielding two of the same weapon with this trait and attack with one of them, if you already attacked with the other weapon this turn, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice. For instance, if you attacked with a twin weapon in your right hand with your first action, you would gain this bonus to damage when you attack with a matching twin weapon in your left hand for your second action. On your third action, an attack with either weapon would receive this bonus, since you’d already attacked with both. The weapons must be of the same type to benefit from this trait, but they don’t need to be the same quality or have the same runes.
Two-Hand
This weapon is designed to take advantage of being optionally wielded with two hands. Doing so changes increases its weapon damage die by one step larger. If this trait applies to a magic weapon , the extra weapon damage dice from it being a magic weapon also increase in size while it’s being wielded with two hands.
Versatile
A versatile weapon can be used to deal a different type of damage than the type listed in the damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that has versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.