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Weapons

Common Weapons

Simple Melee Weapons

Weapon Price Damage Bulk Hands Group Weapon Traits
Club 0 sp 1d6 B 1 1 Club Thrown 10 ft.
Dagger 2 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S
Fist 1d4 B 1 Brawling Agile, finesse, nonlethal, unarmed
Gauntlet 2 sp 1d4 B L 1 Brawling Agile, free-hand
Light mace 4 sp 1d4 B L 1 Club Agile, finesse, shove
Longspear 5 sp 1d8 P 2 2 Spear Reach
Mace 12 sp 1d6 B 1 1 Club Shove
Morningstar 10 sp 1d6 B 1 1 Club Versatile P
Sickle 2 sp 1d4 S L 1 Knife Agile, finesse, trip
Spear 1 sp 1d6 P 1 1 Spear Thrown 20 ft.
Spiked gauntlet 3 sp 1d4 P L 1 Brawling Agile, free-hand
Staff 0 sp 1d4 B 1 1 Club Two-hand d8

Martial Melee Weapons

Weapon Price Damage Bulk Hands Group Weapon Traits
Bastard Sword 35 sp 1d8 P 1 1 Sword Two-hand d12
Battle axe 12 sp 1d8 S 1 1 Axe Sweep
Bo staff 2 sp 1d8 B 1 2 Club Monk, parry, reach, trip
Falchion 30 sp 1d10 S 1 2 Sword Forceful, sweep
Flail 8 sp 1d6 B 1 1 Flail Disarm, sweep, trip
Glaive 10 sp 1d8 S 2 2 Polearm Deadly d8, forceful, reach
Greataxe 22 sp 1d12 S 2 2 Axe Sweep
Greatclub 12 sp 1d10 B 2 2 Club Backswing, shove
Greatpick 12 sp 1d10 P 2 2 Pick Fatal d12
Greatsword 20 sp 1d12 S 2 2 Sword Versatile P
Guisarme 14 sp 1d10 S 2 2 Polearm Reach, trip
Halberd 18 sp 1d10 P 2 2 Polearm Reach, versatile S
Hatchet 4 sp 1d6 S L 1 Axe Agile, sweep, thrown 10 ft.
Heavy shield bash 1d4 B 1 Shield
Heavy shield boss 5 sp 1d6 B 1 Shield Attached to heavy shield
Heavy shield spikes 5 sp 1d6 P 1 Shield Attached to heavy shield
Lance 12 sp 1d8 P 2 2 Spear Charge, deadly d8, reach
Light hammer 3 sp 1d6 B L 1 Hammer Agile, thrown 20 ft.
Light pick 4 sp 1d4 P L 1 Pick Agile, fatal d8
Light shield bash 1d3 B 1 Shield Agile
Light shield boss 4 sp 1d4 B 1 Shield Agile, attached to light shield
Light shield spikes 4 sp 1d4 P 1 Shield Agile, attached to light shield
Longsword 10 sp 1d8 S 1 1 Sword Versatile P
Main-gauche 5 sp 1d4 P L 1 Knife Agile, disarm, finesse, parry, versatile S
Maul 26 sp 1d12 B 2 2 Hammer Shove
Pick 7 sp 1d6 P 1 1 Pick Fatal d10
Ranseur 14 sp 1d10 P 2 2 Polearm Disarm, reach
Rapier 15 sp 1d6 P 1 1 Sword Deadly d8, disarm, finesse
Sap 1 sp 1d6 B L 1 Club Agile, nonlethal
Scimitar 11 sp 1d6 S 1 1 Sword Forceful, sweep
Scythe 18 sp 1d10 S 2 2 Polearm Deadly d10, trip
Shortsword 9 sp 1d6 P L 1 Sword Agile, finesse, versatile S
Starknife 24 sp 1d4 P L 1 Knife Agile, deadly d6, finesse, thrown 20 ft.,
versatile S
Trident 13 sp 1d8 P 1 1 Spear Thrown 20 ft.
War flail 15 sp 1d10 B 2 2 Flail Disarm, sweep, trip
Warhammer 12 sp 1d8 B 1 1 Hammer Shove
Whip 1 sp 1d4 S 1 1 Flail Disarm, finesse, nonlethal, reach, trip

Simple Ranged Weapons

Weapon Price Damage Range Reload Bulk Hands Group Weapon Traits
Blowgun
10 Blowgun Darts
1 sp
5 cp
1 P 20 ft. 1 L
L
1 Dart Agile, nonlethal
Crossbow
10 bolts
30 sp
1 sp
1d8 P 120 ft. 1 1
L
2 Bow
Dart 1 cp 1d4 P 20 ft. L 1 Dart Agile, thrown
Hand Crossbow
10 bolts
25 sp
1 sp
1d6 P 60 ft. 1 L
L
1 Bow
Heavy Crossbow
10 bolts
40 sp
1 sp
1d10 P 120 ft. 2 2
L
2 Bow
Javelin 1 sp 1d6 P 30 ft. L 1 Dart Thrown
Sling
10 sling bullets
0 sp
1 cp
1d6 B 50 ft. 1 L
L
1+ Sling Propulsive

Martial Ranged Weapons

Weapon Price Damage Range Reload Bulk Hands Group Weapon Traits
Composite Longbow
10 arrows
200 sp
1 sp
1d8 P 100 ft. 0 2
L
1+ Bow Deadly d10, propulsive, volley 50
Composite Shortbow
10 arrows
140 sp
1 sp
1d6 P 60 ft. 0 1
L
1+ Bow Deadly d10, propulsive
Longbow
10 arrows
60 sp
1 sp
1d8 P 100 ft. 0 2
L
1+ Bow Deadly d10, volley
Shortbow
10 arrows
30 sp
1 sp
1d6 P 60 ft. 0 1
L
1+ Bow Deadly d10

Uncommon Weapons

Uncommon Simple Melee Weapons

Weapon Price Damage Bulk Hands Group Weapon Traits
Clan dagger 25 sp 1d4 P L 1 Knife Agile, dwarf, parry, versatile B
Katar 3 sp 1d4 P L 1 Knife Agile, deadly d6, monk

Uncommon Martial Melee Weapons

Weapon Price Damage Bulk Hands Group Weapon Traits
Dogslicer 1 sp 1d6 L 1 Sword Agile, backstabber, finesse, goblin
Elven curve blade 38 sp 1d8 2 2 Sword Elf, finesse, forceful
Filcher’s fork 11 sp 1d4 L 1 Spear Agile, backstabber, deadly d6, finesse, halfling, thrown 20 ft.
Gnome hooked hammer 18 sp 1d6 1 1 Hammer Gnome, trip, two-hand d10, versatile P
Horsechopper 9 sp 1d8 2 2 Polearm Goblin, reach, trip, versatile P
Kama 10 sp 1d6 L 1 Knife Agile, monk, trip
Katana 20 sp 1d8 1 1 Sword Versatile P
Kukri 6 sp 1d6 L 1 Knife Agile, finesse, trip
Nunchaku 2 sp 1d6 L 1 Club Backswing, disarm, finesse, monk
Orc knuckle dagger 7 sp 1d6 L 1 Knife Agile, disarm, orc
Sai 6 sp 1d4 L 1 Knife Agile, disarm, finesse, monk, versatile B
Spiked chain 28 sp 1d8 1 2 Flail Disarm, finesse, trip
Temple sword 14 sp 1d8 1 1 Sword Monk, trip

Uncommon Exotic Melee Weapons

Weapon Price Damage Bulk Hands Group Weapon Traits
Dwarven waraxe 25 sp 1d8 S 2 1 Axe Dwarf, sweep, two-hand d12
Gnome flickmace 24 sp 1d8 B 2 1 Flail Gnome, reach
Orc necksplitter 21 sp 1d8 S 1 1 Knife Forceful, orc, versatile P
Sawtooth sabre 50 sp 1d6 S L 1 Sword Agile, finesse, twin

Uncommon Martial Ranged Weapons

Weapon Price Damage Range Reload Bulk Hands Group Weapon Traits
Halfling sling staff
10 sling bullets
50 sp
1 cp
1d10 B 80 ft. 1 1
L
2 Sling Halfling, propulsive
Shuriken 1 cp 1d4 P 20 ft. 0 1 Dart Agile, monk, thrown

Weapon Rules

Most characters in Pathfinder likely carry some kind of weapon, whether a keen-edged dagger, a mighty warhammer, a graceful bow, or even a simple club.

Full details on how you calculate your bonuses, penalties, and modifiers for attack rolls and damage rolls are given in Chapter 1 on page 17, but they are summarized here.

Attack Rolls

When making an attack, determine the result of your attack roll by rolling a d20 and adding your attack modifier with the weapon or unarmed attack you’re using.

Your melee attack modifier is the sum of your proficiency modifier with a weapon plus your Strength modifier (or optionally, your Dexterity modifier for weapons with the finesse trait). Your ranged attack modifier is the sum of your proficiency modifier with a weapon plus your Dexterity modifier. Bonuses and penalties apply to these rolls just like with other types of checks. Magic weapons and weapons of expert quality or better add an item bonus to your attack rolls.

Multiple Attack Penalty

If you attack more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. This penalty is untyped and is cumulative with all other penalties.

The penalty doesn’t apply to attacks you take when it isn’t your turn (such as attacks made as part of a reaction), though these attacks often have their own penalty. You can choose a weapon with the agile trait to reduce your multiple attack penalty (see page 182).

Unarmed Attacks

You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. This counts as a simple weapon, so almost all characters start out trained in unarmed attacks. Use the statistics for a fist even if you’re kicking, kneeing, or attacking with another part of your body.

Some ancestry feats, class features, class feats, and spells give access to special, more powerful unarmed attacks.

Damage Rolls

When the result of your attack roll with a weapon or unarmed attack is equal to or exceeds your target’s AC, roll the weapon or unarmed attack’s damage die to determine the damage you deal. If you’re making a melee attack, you add your Strength modifier to the damage.

Ranged weapons usually use only the weapon’s damage die, though weapons with the propulsive trait sometimes add half your Strength modifier, and thrown weapons add your full Strength modifier.

Magic weapons add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die.

Critical Hits

When you make an attack and roll a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target’s AC by 10, this is called a critical success (also known as a critical hit).

If you critically succeed at a Strike, your attack deals double damage (see page 293). This damage doubling applies only on Strikes. Other attacks, such as spells or some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes.

Improvised Weapons

If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Treat it as a simple weapon of poor quality (regardless of its actual quality). The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. Many improvised weapons have the nonlethal trait.

Selecting Weapons Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they’re proficient with.

When selecting weapons, you should start by identifying the weapon types that you have proficiency in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It’s usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes.

Weapon Statistics

The tables on pages 180–182 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist. The tables include the following weapon statistics. All weapons listed in this chapter are considered to have an item level of 0.

Damage

This entry lists the weapon’s damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.

Range

Ranged and thrown weapons have a range increment, indicated here in feet. Attacks with the weapon work normally up to that distance. Attacks beyond the weapon’s range increment take a –2 penalty for each additional multiple beyond. For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on. Attacks that would take a penalty greater than –10 due to range are impossible.

Reload

Ranged weapons indicate how many Interact actions it takes to reload them. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether you can spend those actions out of sequence or if they must be performed together as an activity.

An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading and drawing a thrown weapon both require a free hand. When you spend the last action required to reload a weapon you’re holding, as part of that action, you can place your hands in the grip necessary to wield the weapon normally.

Ammunition

Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon shoots. Because other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk.

Hands

Some weapons require one hand to use, and others require two. A few items, such as a bow, list 1+ for its hands entry. You can hold such a weapon in one hand, but the process of shooting it requires using another hand to retrieve, prepare, and shoot a piece of ammunition. This means you can do other things with your other hand while holding the bow in one hand without spending an action to change your grip, but you must free up your other hand in order to shoot. For example, you could shoot an arrow with your first action, use an Interact action to open a door with your second action, then shoot another arrow with your third action. You’re considered to be wielding a 1+ weapon as long as you’re holding it in one hand and also have a hand free.

Weapons that require two hands typically deal more damage. Some weapons that use one hand have the two-hand trait, causing them to deal a different weapon damage die when used in two hands.

In addition, some abilities require you to be wielding a weapon in two hands. You meet this requirement as long as you hold the weapon in two hands, even if it doesn’t actually require two hands or have the two-hand trait.

Counting Weapon Damage Dice

Effects based on a weapon’s number of damage dice (such as charge or forceful) include only the weapon’s damage die plus any extra dice for a magic weapon . They don’t count additional dice from abilities, critical specialization effects, property runes, weapon traits, or the like. On a critical hit, you double this bonus only once; you don’t double it again due to the number of damage dice increasing.

Group

A weapon’s group classifies it with similar types of weapons. This affects what the weapon does on a critical hit if you have the ability to use critical specialization effects, and some abilities reference weapon groups.

Weapon Traits

The traits a weapon has appear in this entry. Weapons can have the following traits.

Agile

The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Attached

An attached weapon must be combined with another piece of gear in order to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you’re wielding the shield. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be removed from one item and attached to another with successful use of the Crafting skill. If an item is destroyed, its attached weapon can usually be salvaged.

Backstabber

When you hit a flat-footed creature, this weapon deals 1 precision damage. The damage increases to 2 if the weapon is master quality or to 3 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.

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

On a critical hit, the weapon adds a weapon damage die of the listed size. This damage increases to two dice if the weapon is master quality and three dice if the weapon is legendary. For instance, a master-quality rapier deals 2d6 additional piercing damage on a critical hit.

Disarm

You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to treat it as a normal failure. On a critical success, you still need a free hand if you want to take the item.

Dwarf

People of the dwarf ancestry craft and use these weapons.

Elf

People of the elf ancestry craft and use these weapons.

Fatal

The fatal trait includes a die size. On a critical hit, all the weapon’s damage dice increase to that die size instead of the normal dice, plus the weapon adds another die of damage of the listed size.

Finesse

You can use your Dexterity modifier instead of your Strength modifier when making attack rolls with this melee weapon. You still use Strength when calculating damage.

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.

Gnome

People of the gnome ancestry craft and use these weapons.

Goblin

People of the goblin ancestry craft and use these weapons.

Halfling

People of the halfling ancestry craft and use these weapons.

Monk

Monks can use these weapons with their abilities that normally require unarmed attacks.

Nonlethal

All attacks with this weapon are nonlethal (see page 294), and are used to knock creatures unconscious instead of kill them.

Orc

People of the orc ancestry craft and use these weapons.

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.

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.

Reach

This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Shove

You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to treat the outcome as a normal failure.

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 this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to treat the outcome as a normal failure.

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 can be 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.

Unarmed

An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon tables and weapon groups, and it might have weapon traits. Because it’s a part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.

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.

Volley

This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the number of feet listed take a –2 penalty.

Critical Specialization Effects

Certain ancestry feats, class features, feats, weapon runes, and other abilities can grant you additional benefits when you achieve a critical success on an attack roll with certain weapons. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. If an effect requires a saving throw or check, use your class DC.

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.