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

Simple

All classes are proficient or can easily gain proficiency. Clubs, daggers, crossbows, staves, spears. The baseline for every character.

Martial

Fighter, ranger, paladin, barbarian, and similar classes are automatically proficient. Longswords, battleaxes, longbows, rapiers, greatswords.

Exotic

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.

Nonproficiency Penalty

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

PropertyEffect
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.
PerformanceGrants 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 1d6/1d620/×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 shortbow75 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 longbow100 gp 1d8 20/×3 110 ft P Add STR bonus up to listed rating

Critical Hits

Step 1 — Threat

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.

Step 2 — Confirmation

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.

Multiplier

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.

Immunity & Fortification

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
Off-Hand Damage

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

Improvised Weapons

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.

Unarmed Strikes

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:

Cold Iron

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.

Cost: ×2 base price
Alchemical Silver

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.

Cost: +2,000 gp (bladed); +90 gp (other)
Adamantine

Bypasses DR/adamantine and ignores object hardness less than 20 — invaluable for sundering. Automatically masterwork.

Cost: +3,000 gp

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 →