Weapons
For a list of weapon groups, see here.
Simple Weapons
Martial Weapons
Advanced Weapons
Specialist Weapons
Ammunition
Firearms
Siege Weapons
Special Weapon Features
Some weapons have special features in addition to those noted in their descriptions.- Attached: The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached unless stated otherwise, but they take a –2 penalty on all precision-based tasks involving that hand (such as opening locks). An attached weapon takes a full-round action to don.
- Automatic: In addition to making ranged attacks normally, an automatic can fire in fully automatic mode. When you make a full attack with an automatic weapon, you may attack in a cone with a range of the weapon's first range increment. This uses as much of the weapon's remaining ammunition as possible up to 20 ammunition. Roll one attack against each target in the cone, starting with those closest to you and repeating once no more new targets are left if there is any remaining ammunition. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck each time they are struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
- Balanced: You can use a balanced weapon for two-weapon fighting as if they were a light weapon if the main hand weapon and off-hand weapon are both the same.
- Bleed: These weapons deal bleed damage equal to the weapon's damage die reduced by two size increments.
- Blocking: When you use this weapon to fight defensively, total defense, or with combat expertise, you gain a +1 shield bonus to AC.
- Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
- Concealed: The weapon is easy to hide, granting the wielder a +4 bonus on Sleight of Hand checks to conceal it.
- Deadly: On an attack with an unsuccessful critical hit with a weapon of this type, you roll the weapon's damage die twice when applying damage.
- Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
- Dismounter: When you hit a mounted oppnent with this weapon, they take a –2 penalty on their Ride check to stay mounted.
- 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.
- Extended Reach: You use a reach weapon to strike opponents 15 feet away, but you can’t use it against foes within 10 feet. Because of its great length and weight, extended reach weapons can be used to attack foes in only one direction each round. You must select a cone each round before you make any attacks. The weapon threatens only foes within this cone and within its extended reach. You can’t change the area you threaten with the extended reach weapon until your next turn. While you carry the extended reach weapon pointed upward (typical for overland movement), you threaten only squares in the weapon’s reach in a cone pointed upward.
- Finesse: When you use this weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls with this weapon. If you carry a shield, its armor check penalty applies to your attack rolls.
- Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple 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.
- Grip: The weapon can be wielded as a two-handed weapon of a lower category (Advanced becomes Martial).
- Impale: On a successful critical hit with a weapon of this type, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time they start their turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of them. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting their turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.
- Might (#): Some weapons only function in the hands of stronger users. All such weapons are made with a particular Strength score (that is, each requires a minimum Strength score to use the weapon proficiently and this number is included in parenthesis). If your Strength score is less than the strength score of the weapon, you can’t effectively use it, so you take a penalty on attacks with it equal to the difference in your strength score and the weapon's.
- Monk: A monk weapon can be used by a monk to perform a flurry of blows.
- Morph: You can transform a morph weapon into a secondary configuration stated by the weapon. This is a free action.
- Mount: The weapon can be wielded with one hand while mounted. The weapon still counts as a two-handed weapon when wielded this way.
- Multi: These weapons function as two weapons at the same time. The weapon only counts as one weapon for Two-Weapon Fighting and cannot be used for both main hand and offhand attacks.
- Nonlethal: These weapons deal nonlethal damage.
- Parry: When you use this weapon for a check to oppose an enemy attack, you get a +2 bonus on the check to prevent the attack.
- 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. See Gladiator Weapons below for more information.
- Quick: You can reload this weapon as a free action regardless of the original action necessary to reload.
- Reach: You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.
- Recoil: These weapons deals 4 additional damage with all attacks. Firing a recoil weapon gives a –2 penalty to the attack roll, but if your Strength score is 18 or higher, you ignore the penalty. Attaching the weapon to a deployed bipod, tripod, or other stabilizer negates this penalty.
- Scatter: When you use a scatter weapon, instead of a normal attack it makes a scattering shot, attacking all creatures within a cone that extends only to its first range increment. When a scatter weapon attacks all creatures within a cone, it makes a single attack roll against all creatures within the cone. Its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If the attack rolls threaten a critical, the critical confirms separately for each individual creature within the cone. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.
- Shieldbreaker: When you use this weapon against opponents using bucklers, light shields, or heavy shields, you get a bonus equal to the shield's base shield bonus to AC on attack rolls.
- Strength (#): This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.
- Sunder: When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
- Sweep: When you use a sweep weapon, you get a +2 bonus on actions that allow you to target multiple creatures, such as the Cleave feat and feats with Cleave as one of their prerequisites.
- Thrown: This weapon can be thrown as a ranged attack. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range.
- 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. The trip special feature also allows you to add the weapon’s enhancement bonus when using drag or reposition combat maneuvers.
- Twinshot: When you use a twinshot weapon, each barrel can be fired independently as separate attacks, or both can be fired at once as a standard action (the attack action). If both barrels are shot at once, they must both target the same creature or object, and the weapon becomes wildly inaccurate, imposing a –4 penalty on each shot. Reloading a twinshot weapon is a standard action that reloads both barrels; the Rapid Reload feat reduces this to a move action.
- Underwater: These weapons when used underwater ignore the penalty to attack rolls and deal full damage.