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Weapons

Martial Ranged 1gp

A flat, open-centered metal discus with a sharpened edge, hurled at enemies. You can wield it as a melee weapon, but take a –1 penalty on attack rolls and must make a DC 15 Reflex save or cut yourself on the blade.

Damage (M)

1d8 (Slashing)

Critical

20/×2

Weight

1 lb.

Range

30 ft.

Natural Light

Natural claw attacks. Treated as light natural weapons.

Damage (M)

1d4 (Slashing)

Critical

20/×2

Weight

0 lb.

Simple Ranged 50gp

A heavy crossbow deals great damage but takes a full-round action to reload, making rapid fire impossible without feats.

Damage (M)

1d10 (Piercing)

Critical

19–20/×2

Weight

8 lb.

Range

120 ft.

Simple Ranged 35gp

A light crossbow is easier to reload than its heavy counterpart, requiring only a move action to reload.

Damage (M)

1d8 (Piercing)

Critical

19–20/×2

Weight

4 lb.

Range

80 ft.

Simple Light 2gp

A versatile knife that can be thrown or used in melee. You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.

Damage (M)

1d4 (Piercing, Slashing)

Critical

19–20/×2

Weight

1 lb.

Range

10 ft.

Martial Two-Handed 75gp

A large, two-handed curved blade that sacrifices balance for raw cutting power. The falchion's sweeping edge and wide critical range make it a weapon of brutal, ferocious assault.

Damage (M)

2d4 (Slashing)

Critical

18–20/×2

Weight

8 lb.

Martial Two-Handed 8gp

A long-hafted polearm with a single-edged blade at its tip. The glaive's reach lets you strike foes who cannot reach you in return. The favored weapon of Shelyn, goddess of beauty.

Damage (M)

1d10 (Slashing)

Critical

20/×3

Weight

10 lb.

Martial Two-Handed 20gp

A massive two-handed axe capable of cleaving through armor and bone alike. The greataxe's fearsome critical multiplier makes every hit potentially devastating.

Damage (M)

1d12 (Slashing)

Critical

20/×3

Weight

12 lb.

Simple Two-Handed 5gp

A massive wooden club reinforced with metal bands or studded with spikes. Simple but brutally effective, the greatclub is favored by giants, monsters, and dark gods.

Damage (M)

1d10 (Bludgeoning)

Critical

20/×2

Weight

8 lb.

Martial Two-Handed 50gp

A massive two-handed sword that deals devastating damage. Favored by those who worship the god of battle, the greatsword is the pinnacle of offensive swordsmanship.

Damage (M)

2d6 (Slashing)

Critical

19–20/×2

Weight

8 lb.

Martial Ranged 75gp

A tall, powerful bow requiring significant strength to draw. Elves treat the longbow as a martial weapon. You need two hands to use a bow, regardless of its size.

Damage (M)

1d8 (Piercing)

Critical

20/×3

Weight

3 lb.

Range

100 ft.

Martial One-Handed 15gp

The iconic sword of knights and heroes, the longsword can be wielded one-handed or two-handed. Elves treat the longsword as a martial weapon.

Damage (M)

1d8 (Slashing)

Critical

19–20/×2

Weight

4 lb.

Simple Light 5gp

A light mace is a simple one-handed bludgeoning weapon, often favored by clerics for its divine associations.

Damage (M)

1d6 (Bludgeoning)

Critical

20/×2

Weight

4 lb.

Simple Two-Handed

A simple wooden staff that can strike from both ends. A monk or quarterstaff master can attack with both ends as a full-round action. Favored by Nethys, god of magic.

Damage (M)

1d6 (Bludgeoning)

Critical

20/×2

Weight

4 lb.

Martial One-Handed 20gp

A slender, sharply pointed sword optimized for thrusting attacks. You can use the Weapon Finesse feat to apply your Dexterity modifier to attack rolls with a rapier.

Damage (M)

1d6 (Piercing)

Critical

18–20/×2

Weight

2 lb.

Martial One-Handed 15gp

A curved, single-edged blade designed for swift slashing cuts. The favored weapon of Sarenrae, the scimitar's wide critical range makes it dangerous in the hands of a skilled warrior.

Damage (M)

1d6 (Slashing)

Critical

18–20/×2

Weight

4 lb.

Martial Two-Handed 18gp

This weapon consists of a long curved blade at a right angle to its handle. The fearsome scythe is the iconic weapon of death and harvest alike. It can also be used to make trip attacks.

Damage (M)

2d4 (Piercing, Slashing)

Critical

20/×4

Weight

10 lb.

Martial Light 10gp

A short sword is a light, nimble blade ideal for off-hand use and quick strikes. Favored by rogues and assassins.

Damage (M)

1d6 (Piercing)

Critical

19–20/×2

Weight

2 lb.

Exotic Two-Handed 25gp

A long chain covered in sharp spikes that can strike both adjacent and distant foes. Requires exotic weapon proficiency but rewards its wielder with reach, trip, and disarm capabilities.

Damage (M)

2d4 (Piercing)

Critical

20/×2

Weight

10 lb.

Martial Light 24gp

A deadly bladed throwing weapon with four sharp points radiating from a central metal ring. Can be thrown or used in melee. Favored by worshippers of Desna.

Damage (M)

1d4 (Piercing)

Critical

20/×3

Weight

3 lb.

Range

20 ft.

Martial One-Handed 15gp

A three-pronged spear used both as a melee weapon and as a thrown weapon. The trident can be hurled at enemies up to 10 feet away. The favored weapon of Gozreh, deity of nature and the sea.

Damage (M)

1d8 (Piercing)

Critical

20/×2

Weight

4 lb.

Range

10 ft.

Natural Light

An unarmed strike deals nonlethal damage by default. A monk or character with the Improved Unarmed Strike feat can deal lethal damage with unarmed strikes.

Damage (M)

1d3 (Bludgeoning)

Critical

20/×2

Weight

0 lb.

Martial One-Handed 12gp

A sturdy hammer with a heavy metal head, capable of crushing armor and bone. Though slow, a well-placed blow from a warhammer can shatter defenses entirely.

Damage (M)

1d8 (Bludgeoning)

Critical

20/×3

Weight

5 lb.

Exotic One-Handed 1gp

A whip deals nonlethal damage and has reach, but cannot attack adjacent targets. An exotic weapon of finesse and control, used to trip, disarm, and harass foes from a distance.

Damage (M)

1d3 (Slashing)

Critical

20/×2

Weight

2 lb.