House Rules: Weapons

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


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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


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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

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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.

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