House Rules: Weapons

Simple Weapons


Table: Simple Melee Weapons

Fine Cost Dmg Critical Weight Group Traits
Diminutive Cost Dmg Critical Weight Group Traits
Tiny Cost Dmg Critical Weight Group Traits
Dagger 5 sil 1d4 P x2 1 lb. Knife Thrown 10 ft., twin, versatile S
Kunai 1d4 P x2 2 lbs. Knife Thrown 10 ft., twin, versatile B
Small Cost Dmg Critical Weight Group Traits
Mace, light 1d6 B x2 4 lbs. Club Knockdown
Handaxe 1d6 S x3 3 lbs. Axe Twin
Sickle 1d6 S x2 2 lbs. Knife Finesse, trip
Medium Cost Dmg Critical Weight Group Traits
Club 1d6 B x2 3 lbs. Club Thrown 10 ft.
Mace, heavy 1d8 B x2 8 lbs. Club Shove
Morningstar 1d8 B & P x2 6 lbs. Club Fatal 1d10
Shortspear 1d6 P x2 3 lbs. Spear Double 1d4 B, thrown 20 ft.
Shortstaff 1d4 B x2 2 lbs. Club Double 1d4 B, monk
Large Cost Dmg Critical Weight Group Traits
Greatclub 1d10 B x2 8 lbs. Club Backswing, shove
Quarterstaff 1d6 B x2 4 lbs. Club Double 1d6 B, monk
Spear 1d8 P x3 6 lbs Spear Double 1d6 B, thrown 20 ft.
Huge Cost Dmg Critical Weight Group Traits
Giantclub 1d12 B x2 16 lbs. Club Backswing, shove
Longspear 1d8 P x3 9 lbs. Spear Brace, reach
Gargantuan Cost Dmg Critical Weight Group Traits
Colossal Cost Dmg Critical Weight Group Traits

Table: Simple Ranged Weapons

Tiny Weapons Cost Dmg Critical Range Weight Group Traits
Dart 1d4 P x2 20 ft. 1/2 lb. Dart Thrown
Small Weapons Cost Dmg Critical Range Weight Group Traits
Crossbow, hand 1d4 19-20/x2 60 ft. 2 lbs. Bow
Medium Weapons Cost Dmg Critical Range Weight Group Traits
Blowgun 1d2 x2 20 ft. 1 lb. Dart Nonlethal
Crossbow, light 1d8 19-20/x2 120 ft. 4 lbs. Bow
Crossbow, repeating 1d6 x2 90 ft. 6 lbs. Bow
Javelin 1d6 P x2 30 ft. 2lbs. Dart Thrown
Sling 1d4 x2 50 ft. Sling Propulsive
Large Weapons Cost Dmg Critical Range Weight Group Traits
Crossbow, heavy 1d10 19-20/x2 240 ft. 8 lbs. Bow
Crossbow, repeating heavy 1d8 x2 150 ft. 12 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) B 5 lb.

Martial Weapons


Table: Martial Melee Weapons

Fine Cost Dmg Critical Weight Group Traits
Diminutive Cost Dmg Critical Weight Group Traits
Tiny Cost Dmg Critical Weight Group Traits
Kerambit 1d3 S x3 Knife Backstabber
Small Cost Dmg Critical Weight Group Traits
Axe, throwing 1d6 S x2 2 lbs. Axe Thrown 10 ft.
Hammer, light 1d4 B x2 2 lbs. Hammer Thrown 20 ft.
Kama 1d6 S x2 2 lbs. Knife Monk, trip, versatile P
Kukri 1d4 S 18-20/x2 2 lbs. Knife Twin
Pick, light 1d4 P x4 3 lbs. Pick Drag
Shortsword 1d6 S 19-20/x2 2 lbs. Sword Versatile P
Smallsword 1d4 P 18-20/x2 1 lb. Sword Disarm, finesse
Tonfa 1d6 B x2 1 lb. Club Blocking, grapple, monk
Wakizashi 1d6 S 18-20/x2 2 lbs. Sword Deadly
Medium Cost Dmg Critical Weight Group Traits
Battleaxe 1d8 S x3 6 lbs. Axe Sweep
Flail 1d8 B x2 5 lbs. Flail Disarm, sweep, trip
Katana 1d8 S 19-20/x2 6 lbs. Sword Deadly, two-hand 1d10 S, versatile P
Rapier 1d6 P 18-20/x2 2 lbs. Sword Disarm, finesse
Scimitar 1d6 S 18-20/x2 4 lbs. Sword Forceful, sweep
Sword, arming 15 gol 1d8 S 19-20/x2 4 lbs. Sword Versatile P
Sword, bastard 1d8 S 19-20/x2 6 lbs. Sword Two-hand 1d12 S, versatile P
Trident 1d8 P x2 4 lbs. Spear Brace, thrown 20 ft.
Warhammer 1d8 B x3 5 lbs. Hammer Shove
Large Cost Dmg Critical Weight Group Traits
Bardiche 1d10 S 19-20/x2 14 lbs. Axe Forceful, reach
Falchion 1d8 S 18-20/x2 8 lbs. Sword Forceful, sweep
Flail, heavy 1d10 B 19-20/x2 10 lbs. Flail Disarm, sweep, trip
Glaive 1d10 S x3 10 lbs. Polearm Deadly, double 1d6 B, forceful, reach
Greataxe 1d12 S x3 12 lbs. Axe Sweep
Guisarme 1d8 S x3 12 lbs. Polearm Double 1d6 B, reach, reposition, trip
Halberd 1d10 S x3 12 lbs. Polearm Brace, double 1d6 B, trip, reach, versatile P
Lance 1d8 P x3 10 lbs. Spear Charge, reach
Longsword 1d12 S 19-20/x2 8 lbs. Sword Deadly, versatile P
Maul 1d12 B x3 14 lbs. Hammer Shove
Naginata 1d8 S x4 9 lbs. Polearm Reach
Nodachi 1d10 S 18-20/x2 8 lbs. Sword Brace, versatile P
Pick, heavy 1d6 P x4 6 lbs. Pick Drag
Scythe 1d8 S x4 10 lbs. Polearm Sweep, trip, versatile P
Huge Cost Dmg Critical Weight Group Traits
Greatsword 2d8 S 19-20/x2 16 lbs. Sword Deadly, versatile P
Onidachi 1d12 18-20/x2 16 lbs. Sword Brace, versatile P
Gargantuan Cost Dmg Critical Weight Group Traits
Giantsword 2d12 S 19-20/x2 32 lbs. Sword Deadly, versatile P
Colossal Cost Dmg Critical Weight Group Traits

Table: Simple Ranged Weapons

Tiny Weapons Cost Dmg Critical Range Weight Group Traits
Small Weapons Cost Dmg Critical Range Weight Group Traits
Medium Weapons Cost Dmg Critical Range Weight Group Traits
Shortbow 1d6 x3 180 ft. 2 lbs. Bow
Shortbow, composite 1d6 x3 210 ft. 2 lbs. Bow Propulsive
Large Weapons Cost Dmg Critical Range Weight Group Traits
Longbow 1d8 x3 360 ft. 3 lbs. Bow
Longbow, composite 1d8 x3 420 ft. 3 lbs. Bow Propulsive

Table: Martial Ammunition

Cost Dmg Weight Traits
Arrow (20) 1 sil P 3 lbs.
Arrow, blunt (20) 2 sil B 3 lbs.
Arrow, smoke (20) 3 lbs.
Arrow, tanglefoot (20) 3 lbs.
Arrow, trip (20) 3 lbs.

Exotic Weapons


Table: Exotic Melee Weapons

Fine Cost Dmg Critical Weight Group Traits
Diminutive Cost Dmg Critical Weight Group Traits
Tiny Cost Dmg Critical Weight Group Traits
Small Cost Dmg Critical Weight Group Traits
Fighting Fan 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 1d6 B x2 2 lbs. Club Backswing, disarm, finesse, monk
Sai 1d4 B x2 1 lb. Knife Disarm, finesse, monk, twin
Medium Cost Dmg Critical Weight Group Traits
Dwarven Waraxe 1d8 S x3 12 lbs. Axe Racial (dwarf), two-hand 1d10 S
Elven Courtblade 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; see text
Large Cost Dmg Critical Weight Group Traits
Dwarven Longaxe 1d12 S x3 14 lbs. Axe Racial (dwarf), reach, sweep
Dwarven Longhammer 1d12 B x3 20 lbs. Hammer Knockdown, racial (dwarf), reach, sunder
Elven Branched Spear 1d8 P x3 10 lbs. Spear Disarm, double 1d6 B, finesse, racial (elf), thrown 10 ft.
Elven Curveblade 1d10 S 18-20/x2 7 lbs. Sword Finesse, forceful, racial (elf)
Kusarigama 1d6 S x2 3 lbs Flail Double 1d4 B, grapple, monk, reach, trip
Meteor Hammer 1d8 B x2 10 lbs. Flail Blocking, double 1d8 B, drag, reach, trip
Orc Skull Ram 1d10 B x3 20 lbs. Club Knockdown, racial (orc), reach
Huge Cost Dmg Critical Weight Group Traits
Gargantuan Cost Dmg Critical Weight Group Traits
Colossal Cost Dmg Critical Weight Group Traits

Firearms


Table: Muzzleloader Firearms

Firearm Cost Dmg Critical Range Misfire Capacity Weight Traits
Small Arms
Buckler gun 75 gp
Pepperbox 300 gp
Pistol, coat 75 gp
Pistol, dagger 74 gp
Pistol, double-barrelled 175 gp
Pistol, dragon 100 gp
Pistol, flintlock 100 gp
Pistol, sword cane 775 sp
Long Arms
Blunderbuss 200 gp
Culverin 400 gp
Double hackbut 400 gp
Fire lance 25 cp
Musket, axe 160 gp
Musket, double-barrelled 250 gp
Musket, flintlock 150 gp
Musket, warhammer 160 gp

Table: Muzzleloader Ammunition

Firearm Ammunition Cost Dmg Weight Traits
Black Powder 1 gp
Blast Powder 10 gp
Bullet, Firearm (10) 1 gp
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
Rubber bullet, Firearm (10) 2 gp
Paper Cartridge, Black (10) 12 gp
Paper Cartridge, Blast (10) 120 gp
Rubber paper Cartridge, Black (10) 24 gp
Rubber paper Cartridge, Blast (10) 240 gp
Salt Shot Cartridge, Black (10) 12 gp
Salt Shot Cartridge, Blast (10) 120 gp

Table: Breechloader Firearms

Medium Cost Dmg Critical Range Misfire Capacity Weight Traits
Revolver 1,000 gp
Large Cost Dmg Critical Range Misfire Capacity Weight Traits
Rifle 1,250 gp
Rifle, pepperbox 1,750 gp
Shotgun 1,250 gp
Shotgun, double-barrelled 1,750 gp

Table: Breechloader Ammunition

Entangling Shot Metal Cartridge, Black 20 gp
Entangling Shot Metal Cartridge, Blast 200 gp
Flare Metal Cartridge, Black 10 gp
Flare Metal Cartridge, Blast 100 gp
Metal Cartridge, Black 5 gp
Metal Cartridge, Blast 50 gp
Rubber Metal cartridge, Black 10 gp
Rubber Metal cartridge, Blast 100 gp
Salt Shot Metal Cartridge, Black (10) 60 gp
Salt Shot Metal Cartridge, Blast (10) 600 gp

Ammunition (Firearm): Bullet, Rubber

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

Weapon Groups


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. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

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


Weapon Size

Weapons can be wielded with one hand if they are the same size category as you. 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. Weapons one size category smaller than you or smaller are considered light weapons, and can be wielded with one hand.

Two-Handed Grip

When you wield a hand crossbow or a one-handed firearm with two-hands, you gain a +2 bonus to your attack roll with that weapon.

Weapon Quality

Weapons apply their quality modifier 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.

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. In addition, the following weapons also have the finesse weapon feature: elven curve blade, rapier, whip, or spiked chain.

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. 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.

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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