* See alchemical bombs.
Weapons and unarmed attacks with the weapon trait can have the following traits.
날렵함 Agile : The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
부착 Attached : An attached weapon must be combined with another piece of gear 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 affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
급습 Backstabber : When you hit a flat-footed creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.
여세 Backswing : You can use the momentum from a missed attack with this weapon 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.
치명적 Deadly : On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater Striking Rune and three dice if the weapon has a major Striking Rune. For instance, a rapier with a greater Striking Rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
무장해제 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 an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
드워프 Dwarf : Dwarves craft and use these weapons.
엘프 Elf : Elves craft and use these weapons.
살상 Fatal : The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
기교 Finesse : You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
위력적 Forceful : This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
맨손 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 on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise 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.
노움 Gnome : Gnomes craft and use these weapons.
고블린 Goblin : Goblins craft and use these weapons.
격투 Grapple : You can use this weapon to Grapple 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 as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
하플링 Halfling : Halflings craft and use these weapons.
마상 Jousting : The weapon is suited for mounted combat with a harness or similar means. When mounted, 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. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.
몽크 Monk : Many monks learn to use these weapons.
비치사 Nonlethal : Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
오크 Orc : Orcs craft and use these weapons.
쳐내기 Parry : This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
추진력 Propulsive : You add half your Strength modifier (if Positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
장병기 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.
밀치기 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 as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
휩쓸기 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 to attack a different target this turn using this weapon.
투척 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. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.
다리걸기 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 as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
쌍둥이 Twin : These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don’t need to have the same Runes.
양손 Two-Hand : This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice, such as those from Striking Runes.
비무장 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 groups, and it might have weapon traits. Since it’s 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.
다용도 Versatile : A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
원격 Volley : This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.
Certain feats, class features, weapon Runes, and other effects can grant you additional benefits when you make an attack with certain weapons and get a critical success.
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.
도끼 Axe : Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its Potency Rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.
폭탄 Bomb : Increase the radius of the bomb’s splash damage (if any) to 10 feet.
활 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 immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
난투 Brawling : The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
몽둥이 Club : You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.
다트 Dart : The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
도리깨 Flail : The target is knocked prone.
망치 Hammer : The target is knocked prone.
나이프 Knife : The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
곡괭이 Pick : The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.
폴암 Polearm : The target is moved 5 feet in a direction of your choice. This is forced movement.
방패 Shield : You knock the target back from you 5 feet. This is forced movement.
투석 Sling : The target must succeed at a Fortitude save against your class DC or be stunned 1.
창 Spear : The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
검 Sword : The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Each of the weapons listed in Tables 6–7 and 6–8 are described below.
Aklys: The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown 20 feet, and trip weapon traits; the new traits are described below. Though aklyses aren’t available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons.
Ranged Trip: This weapon can be used to Trip with the Athletics skill at a distance up to the weapon’s first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon’s item bonus to attack rolls as a bonus to the check. As with using a melee weapon to trip, a ranged trip doesn’t deal any damage when used to Trip. This trait usually only appears on a thrown weapon.
Tethered: This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).
Alchemical Bomb: These bombs come in a variety of types and levels of power, but no matter the variety, you throw the bomb at the target and it explodes, unleashing its alchemical blast.
Arrow: These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.
Bastard Sword: This broad-bladed sword, sometimes called the hand?and?a?half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.
Battle Axe: These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.
Bolt: Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.
Blowgun: This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.
Blowgun Dart: These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.
Bo Staff: This strong but slender staff is tapered at the ends and well balanced. It’s designed to be an offensive and defensive weapon.
Clan Dagger: This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.
Club: This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.
Composite Longbow: This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow’s range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as The Hunter’s favored weapon, it also applies to composite longbows unless otherwise stated.
Composite Shortbow: This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.
Crossbow: This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Dagger: This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Dart: This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.
Dogslicer: This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It’s a favored weapon of goblins.
Dwarven Waraxe: This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two.
Elven Curve Blade: Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.
Falchion: This weapon is a heavier, two?handed version of the curved-bladed scimitar. It is weighted toward the blade’s end, making it a powerful slashing weapon.
Filcher’s Fork: This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.
Flail: This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather.
Gauntlet: A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.
Glaive: This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.
Gnome Flickmace: More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike.
Gnome Hooked Hammer: This gnome tool and weapon features a hammer at one end and a curved pick on the other. It’s such a strange and awkward weapon that others think the gnomes are slightly erratic for using it.
Greataxe: This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often “bearded,” having a hook at the bottom to increase the strength of their chopping power.
Greatclub: While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.
Greatpick: This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand.
Greatsword: This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.
Guisarme: This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long.
Halberd: This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.
Halfling Sling Staff: This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two?handed to fling rocks or bullets from the sling.
Hand Crossbow: Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It’s small enough to be shot one-handed, but it still requires two hands to load.
Hatchet: This small axe can be used in close combat or thrown.
Heavy Crossbow: This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch.
Horsechopper: Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook.
Javelin: This thin spear is well balanced for throwing but is not designed for melee use.
Kama: Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle.
Katana: A katana is a curved, single-edged sword known for its wickedly sharped blade.
Katar: Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles.
Kukri: The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.
Lance: This spear-like weapon is used by a mounted creature to deal a great deal of damage.
Light Hammer: This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is Light enough to throw.
Light Mace: A Light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head’s metal ridges or spikes.
Light Pick: A Light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks.
Longbow: This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can’t be used while mounted.
Longspear: This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.
Longsword: Longswords can be one-edged or two?edged swords. Their blades are heavy and they’re between 3 and 4 feet in length.
Shortbow: This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.
Shortsword: These blades come in a variety of shapes and styles, but they are typically 2 feet long.
Shuriken: This “throwing star” is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.
Sickle: Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.
Sling: Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.
Sling Bullet: These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.
Spear: A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.
Spiked Chain: This 4?foot?long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips.
Spiked Gauntlet: Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.
Staff: This long piece of wood can aid in walking and deliver a mighty blow.
Starknife: From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.
Temple Sword: This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent-shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation.
Trident: This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.
War Flail: This large flail has a long shaft connected to a shorter piece of stout wood or metal that’s sometimes inlaid with spikes.
Warhammer: This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it’s always capable of delivering powerful bludgeoning blows.
Whip: This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound.
Mace: With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.
Main-Gauche: This parrying dagger features a robust guard to protect the wielder’s hand.
Maul: Mauls are massive warhammers that must be swung with two hands.
Morningstar: This weapon has a short shaft ending in a metal ball studded with spikes.
Nunchaku: The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.
Orc Knuckle Dagger: This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar.
Orc Necksplitter: This single-bladed bearded axe has a jagged blade that’s perfect for separating bone from tendon and cartilage.
Pick: A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows.
Ranseur: This polearm is a long trident with a central prong that’s longer than the other two.
Rapier: The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.
Sai: This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy’s weapon.
Sap: A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon’s purpose is to knock out its victim rather than to draw blood.
Sawtooth Saber: The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.
Scimitar: This one-handed curved blade is sharp on one side.
Scythe: Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle.
Shield Bash: A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack.
Shield Boss: Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.
Shield Spikes: These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.