House Rules: Weapons

Simple Weapons


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 gol 1d4 B 19-20/x2 1 lb. Brawling Free-hand, monk, versatile P
Dagger 5 sil 1d4 P 19-20/x2 1 lb. Knife Thrown 10 ft., twin, versatile S
Dagger, punching 1 gol 1d4 P x3 1 lb. Knife Backstabber, charge
Gauntlet 2 gol 1d3 B x2 1 lb. Brawling Free-hand, monk
Gauntlet, spiked 2 gol 1d4 P x2 1 lb. Brawling Free-hand
Iron brush 1 gol 1d3 P x2 Knife Concealable, thrown 10 ft.
Kunai 2 gol 1d4 P x2 2 lbs. Knife Thrown 10 ft., twin, versatile B
Sickle 3 gol 1d6 S x2 2 lbs. Knife Finesse, trip
Unarmed strike 1d3 B x2 Brawling Free-hand, nonlethal, monk
Spring blade 70 gol 1d4 S x2 1 lb. Knife Concealable, thrown 10 ft., versatile P
Wooden stake 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 sil 1d6 B x2 2 lbs. Club Monk, trip
Medium Cost Dmg Critical Weight Group Traits
Club 1d6 B x2 3 lbs. Club Thrown 10 ft.
Mace 12 gol 1d8 B x2 8 lbs. Club Shove
Morningstar 8 gol 1d8 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 1d6 B x2 4 lbs. Club Double 1d6 B, monk
Spear 2 gol 1d8 P x3 6 lbs Spear Double 1d6 B, thrown 20 ft.

Table: Simple Ranged Weapons

Tiny Cost Dmg Critical Range Weight Group Traits
Dart 5 sil 1d4 P x2 20 ft. 1/2 lb. Dart Thrown
Small Cost Dmg Critical Range Weight Group Traits
Crossbow, hand 50 gol 1d4 19-20/x2 60 ft. 2 lbs. Bow
Medium Cost Dmg Critical Range Weight Group Traits
Blowgun 1 gol 1d2 x2 20 ft. 1 lb. Dart Nonlethal
Javelin 1 gol 1d6 P x2 30 ft. 2lbs. Dart Thrown
Sling 1d4 x2 50 ft. Sling Propulsive
Large Cost Dmg Critical Range Weight Group Traits
Crossbow 35 gol 1d10 19-20/x2 120 ft. 8 lbs. Bow
Crossbow, repeating 70 gol 1d8 x2 60 ft. 12 lbs. Bow
Stonebow 35 gol 1d6 x3 90 ft. 4 lbs. Bow

Table: Simple Ammunition

Cost Dmg Weight Traits
Bolt, crossbow (10) 1 sil P 1 lb.
Bolt, blunt crossbow (10) 1 sil B 1 lb.
Bullet, sling (10) 5 cop B 5 lb.
Bullet, smoke (10) 1 gol B 5 lb.

Martial Weapons


Table: Martial Melee Weapons

Tiny Cost Dmg Critical Weight Group Traits
Kerambit 5 sil 1d3 S x3 Knife Backstabber, concealable
Wushu dart (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 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
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 1d8 S x3 6 lbs. Axe Sweep
Broadsword, nine ring 15 gol 1d8 S x3 4 lbs. Sword Forceful, monk
Double chicken saber 12 gol 1d6 S 19-20/x2 3 lbs. Sword Disarm, monk, twin
Flail 8 gol 1d8 B x2 5 lbs. Flail Disarm, sweep, trip
Gandasa 15 gol 1d8 S x3 4 lbs. Axe Versatile P
Katana 50 gol 1d8 S 19-20/x2 6 lbs. Sword Deadly, two-hand 2d4 S, versatile P
Rapier 20 gol 1d6 P 18-20/x2 2 lbs. Sword Disarm, finesse
Scimitar 15 gol 1d6 S 18-20/x2 4 lbs. Sword Forceful, sweep
Sibat 2 gol 1d6 P x3 2 lbs. Spear Grapple, thrown 10 ft., versatile S
Sword, bastard 35 gol 1d8 S 19-20/x2 6 lbs. Sword Two-hand 2d4 S, versatile P
Sword, double-edged straight 15 gol 1d8 S 19-20/x2 4 lbs. Sword Versatile P
Trident 15 gol 1d8 P x2 4 lbs. Spear Brace, thrown 20 ft.
Warhammer 12 gol 1d8 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 1d10 S 19-20/x2 14 lbs. Axe Forceful, reach
Glaive 8 gol 1d10 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 1d10 S x3 12 lbs. Polearm Brace, double 1d6 B, trip, reach, versatile P
Hooked lance 3 gol 1d8 P x4 10 lbs. Polearm Reach, trip
Lance 10 gol 1d8 P x3 10 lbs. Spear Charge, reach
Monk's spade 20 gp 1d6 B x2 12 lbs. Polearm Double 1d6 B, monk, versatile P, versatile S
Naginata 35 gol 1d8 S x4 9 lbs. Polearm Reach
Sansetsukon 8 gol 1d10 B 19-20/x2 3 lbs. Club Blocking, disarm, monk
Scythe 18 gol 2d4 S x4 10 lbs. Polearm Sweep, trip, versatile P
Tiger fork 5 gol 1d8 P x2 8 lbs. Polearm Brace, monk
Tri-point double-edged sword 12 gol 1d10 P x3 14 lbs. Sword Reach

Table: Martial Ranged Weapons

Small Weapons Cost Dmg Critical Range Weight Group Traits
Chakram 1 gol 1d8 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 gp 1d8 P x3 30 ft. 1 lb. Spear Propulsive
Large Weapons Cost Dmg Critical Range Weight Group Traits
Bow 30 gol 1d8 x3 120 ft. 3 lbs. Bow
Bow, composite 100 gol 1d8 x3 150 ft. 3 lbs. Bow Propulsive
Spear-sling 40 gol 1d8 x3 30 ft. 2 lbs. Spear Propulsive

Table: Martial Ammunition

Cost Dmg Weight Traits
Arrow (20) 1 sil P 3 lbs.
Arrow, blunt (20) 2 sil B 3 lbs.
Arrow, iron-tipped distance (20) 1 gol 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 (20) 3 lbs.
Arrow, tanglefoot (20) 3 lbs.
Arrow, trip (20) 3 lbs.
Arrow, tube (10) 1 gol P 1/2 lb. As an improvised melee weapon, they deal damage equivalent to a spiked gauntlet.
Arrow, whistling (20) 2 gol P 3 lb. The sound is audible within 500 feet of the flight path.

Exotic Weapons


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
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 1d10 B, versatile P
Nunchucku 2 gol 1d6 B x2 2 lbs. Club Backswing, disarm, finesse, monk
Sai 1 gol 1d4 B x2 1 lb. Knife Disarm, finesse, monk, twin
Medium Cost Dmg Critical Weight Group Traits
Dwarven Waraxe 30 gol 1d8 S x3 12 lbs. Axe Racial (dwarf), two-hand 1d10 S
Elven Courtblade 50 gol 1d6 P 18-20/x2 6 lbs. Sword Disarm, distracting, finesse, racial (elf), versatile S
Gnome Piston Maul 1d8 B x2 8 lbs. Hammer Racial (gnome), sunder
Large Cost Dmg Critical Weight Group Traits
Dwarven Longaxe 50 gol 1d12 S x3 14 lbs. Axe Racial (dwarf), reach, sweep
Dwarven Longhammer 70 gol 1d12 B x3 20 lbs. Hammer Knockdown, racial (dwarf), reach, sunder
Elven Branched Spear 20 gol 1d8 P x3 10 lbs. Spear Disarm, double 1d6 B, finesse, racial (elf), thrown 10 ft.
Elven Curveblade 80 gol 1d10 S 18-20/x2 7 lbs. Sword Finesse, forceful, racial (elf)
Kusarigama 12 gol 1d6 S x2 3 lbs Flail Double 1d4 B, grapple, monk, reach, trip
Meteor Hammer 10 gol 1d8 B x2 10 lbs. Flail Blocking, double 1d8 B, drag, reach, trip
Orc Skull Ram 15 gol 1d10 B x3 20 lbs. Club Knockdown, racial (orc), reach

Firearms


Table: Simple Firearms

Small Cost Dmg Critical Range Misfire Capacity Weight Traits
Pistol, coat 75 gol 1d4 P x3 10 ft. 1 (5 ft.) 1 1 lb. Concealable, versatile B
Medium Cost Dmg Critical Range Misfire Capacity Weight Traits
Buckler gun 75 gol 1d6 P x4 10 ft. 1 (5 ft.) 2 6 lbs. Versatile B
Pepperbox 300 gol 1d8 P x4 20 ft. 1-2 (5 ft.) 6 5 lbs. Versatile B
Pistol, dagger 74 gol Versatile P, S
Pistol, double-barrelled 175 gol 1d8 P x4 20 ft. 1-2 (5 ft.) 2 5 lbs. Versatile B
Pistol, dragon 100 gol 1d6 P x4 20 ft. 1-2 (5 ft.) 1 3 lbs. Scatter, versatile B
Pistol, flintlock 100 gol 1d8 P x4 20 ft. 1 (5 ft.) 1 4 lbs. Versatile B
Pistol, sword cane 775 gol Concealable, versatile B
Large Cost Dmg Critical Range Misfire Capacity Weight Traits
Blunderbuss 200 gol 1d8 P x2 15 ft. 1-2 (10 ft.) 1 8 lbs. Scatter, versatile P
Culverin 400 gol
Double hackbut 400 gol
Fire lance 25 cop 1d6 P x4 10 ft. 1-4 (5 ft.) 1 4 lbs.
Musket, axe 160 gol
Musket, double-barrelled 250 gol 1d12 P x4 40 ft. 1-3 (5 ft.) 2 11 lbs. Versatile B
Musket, flintlock 150 gol 1d12 P x4 40 ft. 1-2 (5 ft.) 1 9 lbs. Versatile B
Musket, warhammer 160 gol

Table: Simple Firearm Ammunition

Simple Firearm Ammunition Cost Dmg Weight Traits
Black Powder 1 gol
Blast Powder 10 gol
Bullet, Firearm (10) 1 gol
Entangling Shot Cartridge, Black 4 gol
Entangling Shot Cartridge, Blast 40 gol
Flare Cartridge, Black 2 gol
Flare Cartridge, Blast 20 gol
Pellets (10) 1 gol
Rubber bullet, Firearm (10) 2 gol
Paper Cartridge, Black (10) 12 gol
Paper Cartridge, Blast (10) 120 gol
Rubber paper Cartridge, Black (10) 24 gol
Rubber paper Cartridge, Blast (10) 240 gol
Salt Shot Cartridge, Black (10) 12 gol
Salt Shot Cartridge, Blast (10) 120 gol

Table: Complex Firearms

Small Cost Dmg Critical Range Misfire Capacity Weight Traits
Revolver, pocket 750 gol 1d6 P x2 10 ft. 1 4 2 lbs. Concealable, versatile B
Medium Cost Dmg Critical Range Misfire Capacity Weight Traits
Revolver 1,000 gol 1d8 P x4 20 ft. 1 6 4 lbs. Versatile B
Shotgun, sawed-off 1,150 gol 1d6 P x2 10 ft. 1-3 1 10 lbs. Knockdown, scatter, versatile B
Shotgun, double-barreled sawed-off 1,500 gol 1d6 P x2 10 ft. 1-3 2 12 lbs. Knockdown, scatter, versatile B
Large Cost Dmg Critical Range Misfire Capacity Weight Traits
Rifle 1,250 gp 1d10 P x4 80 ft. 1 1 12 lbs. Versatile B
Rifle, pepperbox 1,750 gol 1d10 P x4 80 ft. 1-2 4 15 lbs. Versatile B
Shotgun 1,250 gol 1d8 P x2 20 ft. 1-2 1 12 lbs. Knockdown, scatter, versatile B
Shotgun, double-barreled 1,750 gol 1d8 P x2 20 ft. 1-2 2 15 lbs. Knockdown, scatter, versatile B

Table: Complex Firearm Ammunition

Complex Firearm Ammunition Cost Dmg Weight Traits
Entangling shot metal cartridge, black 20 gol
Entangling shot metal cartridge, blast 200 gol
Flare metal cartridge, black 10 gol
Flare metal cartridge, blast 100 gol
Metal cartridge, black 5 gol
Metal cartridge, blast 50 gol
Rubber metal cartridge, black 10 gol
Rubber metal cartridge, blast 100 gol
Salt shot metal cartridge, black (10) 60 gol
Salt shot metal cartridge, blast (10) 600 gol

Ammunition (Firearm): Bullet, Rubber

These bullets consist of a small, metal core covered in natural or alchemical rubber.
Weapon Feature(s): nonlethal

Firearms


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.

Mechanical Firearms: Mechanical firearms can misfire, but when they do, they only gain the broken condition. A further misfire does not cause mechanical firearms to explode.

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.

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.

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.

Weapon Rules


Size

Weapons can be wielded with one hand if they are the same size category as you. If you wield a same-size weapon with two hands, apply 1-1/2 times your Strength bonus to damage rolls for melee attacks (in addition to the increased damage die from the Two-Hand weapon trait if present). 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. Apply 1-1/2 times your Strength bonus to damage rolls for melee attacks (in addition to the increased damage die from the Two-Hand weapon trait if present).

Weapons one size category smaller than you or smaller are considered 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. Add your Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half your 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 your primary hand only. However, using two hands to wield a light range weapon gives a +2 bonus to attack rolls on range attacks with that weapon. All light weapons are considered to have the finesse weapon feature. An unarmed strike is always considered a light weapon.

Any weapon can be scaled smaller or larger. In general, when scaling a weapon down by one size step, its cost, weight, and range increment are halved. When scaling a weapon up one size step, its cost, weight, and range increment are doubled. 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. If a weapon uses 2 or more of dice for damage and is not listed on this table, decrease or increase each individual die following the table. For example, if a weapon does 2d4 damage, then it will die 2d3 damage when one step smaller, and 2d6 damage when one larger.

Table: Weapon Damage Size Scale

0 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2d8

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

Weapon Traits


[Edit]

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. 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.

Finesse

A finesse weapon allows its wielder to apply their Dexterity bonus to their attack roll instead of Strength. All light weapons are considered to have the finesse weapon feature. Natural weapons are considered as light weapons.

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.

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 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.

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 damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet. Ranged weapons with this trait use the range increment specified in the weapon’s range entry.

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 its weapon damage die to the indicated value. 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.

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