Weapons
Weapons are grouped by proficiency category (simple, martial, exotic) and by how they're wielded (light, one-handed, two-handed, ranged). Each weapon has a damage die, critical threat range and multiplier, damage type, and any special properties. This page covers all CRB weapons plus critical hit rules, two-weapon fighting penalties, improvised weapons, and unarmed strikes.
Proficiency Categories
All classes are proficient or can easily gain proficiency. Clubs, daggers, crossbows, staves, spears. The baseline for every character.
Fighter, ranger, paladin, barbarian, and similar classes are automatically proficient. Longswords, battleaxes, longbows, rapiers, greatswords.
Requires a specific feat per weapon. Bastard sword, dwarven waraxe, kama, nunchaku, shuriken, spiked chain. Usually offers a unique property that justifies the feat cost.
Using a weapon you're not proficient with imposes a −4 penalty on all attack rolls with that weapon. You still deal normal damage on a hit.
Weapon Properties
| Property | Effect |
|---|---|
| Brace | If set against a charge (readied action), deals double damage on a hit against a charging creature. |
| Disarm | +2 bonus on Disarm combat maneuver checks. If you fail a disarm attempt by 10 or more, you are disarmed instead. |
| Double | Two ends can each be used to attack; functions as two weapons for two-weapon fighting. Drawing a double weapon counts as drawing two weapons. |
| Finesse | Can use DEX instead of STR on attack rolls (with Weapon Finesse feat). Does not change damage — still STR-based unless using Agile property or a specific feat/ability. |
| Fragile | Becomes broken on a natural 1 attack roll (or confirmed critical against you, at GM discretion). Broken fragile weapons are destroyed, not merely broken. |
| Grapple | Can be used to make grapple attacks. Treat as unarmed strike for the purpose of CMB checks when grappling. |
| Monk | Monks are proficient with this weapon and can use it with their Flurry of Blows class feature. |
| Nonlethal | Deals only nonlethal damage. No penalty for choosing to deal nonlethal damage with this weapon. |
| Performance | Grants a bonus on Performance Combat checks equal to the weapon's enhancement bonus (minimum +1). |
| Reach | Threatens squares 10 ft away (for Medium creatures) instead of 5 ft. Cannot threaten the square immediately adjacent — creates a "dead zone" at 5 ft. |
| Thrown | Can be thrown as a ranged attack using STR modifier on both attack and damage rolls. Range increment listed in parentheses. |
| Trip | +2 bonus on Trip combat maneuver checks. If you fail a trip attempt by 10 or more, you are tripped instead (if the weapon allows it). |
Weapon Statistics
Damage listed for Medium creatures. Small creatures deal one die step down; Large deal one step up. Crit shows threat range / multiplier. Type: B = bludgeoning, P = piercing, S = slashing.
| Name | Cost | Dmg | Crit | Range | Type | Properties |
|---|---|---|---|---|---|---|
| SIMPLE — LIGHT | ||||||
| Dagger | 2 gp | 1d4 | 19–20/×2 | 10 ft | P or S | Finesse, Thrown |
| Spiked gauntlet | 5 gp | 1d4 | 20/×2 | — | P | Can't be disarmed |
| Light mace | 5 gp | 1d6 | 20/×2 | — | B | — |
| Sickle | 6 gp | 1d6 | 20/×2 | — | S | Trip |
| SIMPLE — ONE-HANDED | ||||||
| Club | — | 1d6 | 20/×2 | 10 ft | B | Thrown |
| Heavy mace | 12 gp | 1d8 | 20/×2 | — | B | — |
| Morningstar | 8 gp | 1d8 | 20/×2 | — | B and P | — |
| Shortspear | 1 gp | 1d6 | 20/×2 | 20 ft | P | Thrown |
| SIMPLE — TWO-HANDED | ||||||
| Longspear | 5 gp | 1d8 | 20/×3 | — | P | Brace, Reach |
| Quarterstaff | — | 1d6/1d6 | 20/×2 | — | B | Double, Monk |
| Spear | 2 gp | 1d8 | 20/×3 | 20 ft | P | Brace, Thrown |
| SIMPLE — RANGED | ||||||
| Light crossbow | 35 gp | 1d8 | 19–20/×2 | 80 ft | P | Standard action to reload |
| Heavy crossbow | 50 gp | 1d10 | 19–20/×2 | 120 ft | P | Full-round action to reload |
| Dart | 5 sp | 1d4 | 20/×2 | 20 ft | P | Finesse |
| Javelin | 1 gp | 1d6 | 20/×2 | 30 ft | P | — |
| Sling | — | 1d4 | 20/×2 | 50 ft | B | Uses STR on attack and damage |
| MARTIAL — LIGHT | ||||||
| Handaxe | 6 gp | 1d6 | 20/×3 | 10 ft | S | Thrown |
| Light hammer | 1 gp | 1d4 | 20/×2 | 20 ft | B | Thrown |
| Light pick | 4 gp | 1d4 | 20/×4 | — | P | — |
| Sap | 1 gp | 1d6 | 20/×2 | — | B | Nonlethal |
| Short sword | 10 gp | 1d6 | 19–20/×2 | — | P | Finesse |
| Starknife | 24 gp | 1d4 | 20/×3 | 20 ft | P | Finesse, Thrown |
| MARTIAL — ONE-HANDED | ||||||
| Battleaxe | 10 gp | 1d8 | 20/×3 | — | S | — |
| Flail | 8 gp | 1d8 | 20/×2 | — | B | Disarm, Trip |
| Longsword | 15 gp | 1d8 | 19–20/×2 | — | S | — |
| Heavy pick | 8 gp | 1d6 | 20/×4 | — | P | — |
| Rapier | 20 gp | 1d6 | 18–20/×2 | — | P | Finesse |
| Scimitar | 15 gp | 1d6 | 18–20/×2 | — | S | — |
| Trident | 15 gp | 1d8 | 20/×2 | 10 ft | P | Brace, Thrown |
| Warhammer | 12 gp | 1d8 | 20/×3 | — | B | — |
| MARTIAL — TWO-HANDED | ||||||
| Falchion | 75 gp | 2d4 | 18–20/×2 | — | S | — |
| Glaive | 8 gp | 1d10 | 20/×3 | — | S | Reach |
| Greataxe | 20 gp | 1d12 | 20/×3 | — | S | — |
| Greatclub | 5 gp | 1d10 | 20/×2 | — | B | — |
| Great flail | 50 gp | 1d10 | 19–20/×2 | — | B | Disarm, Trip |
| Greatsword | 50 gp | 2d6 | 19–20/×2 | — | S | — |
| Guisarme | 9 gp | 2d4 | 20/×3 | — | S | Reach, Trip |
| Halberd | 10 gp | 1d10 | 20/×3 | — | P or S | Brace, Trip |
| Lance | 10 gp | 1d8 | 20/×3 | — | P | Reach; ×2 dmg on charge while mounted |
| Ranseur | 10 gp | 2d4 | 20/×3 | — | P | Disarm, Reach |
| Scythe | 18 gp | 2d4 | 20/×4 | — | P or S | Trip |
| MARTIAL — RANGED | ||||||
| Shortbow | 30 gp | 1d6 | 20/×3 | 60 ft | P | — |
| Composite shortbow | 75 gp | 1d6 | 20/×3 | 70 ft | P | Add STR bonus up to listed rating |
| Longbow | 75 gp | 1d8 | 20/×3 | 100 ft | P | STR 18 minimum to use composite |
| Composite longbow | 100 gp | 1d8 | 20/×3 | 110 ft | P | Add STR bonus up to listed rating |
Critical Hits
You threaten a critical hit when your natural die roll falls within the weapon's threat range (e.g., 18–20 for a rapier). A natural 20 always threatens regardless of modifiers.
Roll again. If this second attack roll also hits the target's AC (including all modifiers), the critical hit is confirmed and you apply the multiplier. If not, it's a normal hit.
Roll damage the listed number of times and add together. ×2 = roll twice; ×3 = three times; ×4 = four times. Extra damage dice (sneak attack, flaming, etc.) are added once regardless of multiplier.
Undead, constructs, and creatures with fortification immunity are immune to critical hits and sneak attacks. The fortification armor property gives a percentage chance to negate a critical hit on a confirmed crit.
Two-Weapon Fighting
Attacking with a weapon in each hand in the same round imposes attack penalties on all attacks that round. The off-hand weapon must be wielded in your off hand (not your primary hand). A light weapon in the off hand reduces the penalty.
| Circumstances | Primary Hand | Off Hand |
|---|---|---|
| Normal penalties | −6 | −10 |
| Off-hand weapon is light | −4 | −8 |
| Two-Weapon Fighting feat | −4 | −4 |
| Two-Weapon Fighting feat + light off-hand | −2 | −2 |
| Improved Two-Weapon Fighting feat | −4/−4 | −4 |
You add only ½ STR bonus (round down) to off-hand weapon damage rolls, not your full STR. If your STR modifier is negative, the full penalty applies to both hands.
Improvised Weapons & Unarmed Strikes
Any object can be used as a weapon. Improvised weapons impose a −4 penalty on attack rolls and typically deal 1d4 damage (GM sets the die based on size and shape). Critical threat is 20/×2 unless the GM rules otherwise. The Catch Off Guard feat removes the attack penalty.
Deal 1d3 nonlethal damage (Medium creature). All characters are considered armed when making unarmed strikes, but they provoke attacks of opportunity from armed opponents unless they have Improved Unarmed Strike. Monks deal lethal damage and use their class damage die.
Special Materials
The three most common weapon materials — chosen before a dungeon run to counter specific damage reduction:
Bypasses DR/cold iron — the most common DR type on fey and many demons. Cannot receive magical enhancement until after purchase; doing so costs an extra +2,000 gp.
Bypasses DR/silver — common on lycanthropes, some devils, and certain undead. Deals −1 damage on hit (min 1) and has hardness 8 instead of 10.
Bypasses DR/adamantine and ignores object hardness less than 20 — invaluable for sundering. Automatically masterwork.
16 additional materials — including elysian bronze, viridium, whipwood, wyroot, and fire-forged steel — are covered on the full reference page.
View All 19 Special Materials →