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Pathfinder Second Edition

Compendium

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Weapon Statistics (Legacy)

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The tables on this page list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.

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, the weapons’ 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 trained or better in.

When selecting weapons, start by identifying the weapon types you’re trained or better 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 and situations.

Weapon Categories

Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you’ll want to select weapons that deal more damage, but if you’re a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations.

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.

Damage Dice

Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack’s normal damage die.

Counting Damage Dice

Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. 

Increasing Die Size

When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you’d use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can’t increase your weapon damage die size more than once.

1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12

Range

Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.

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, up to 360 feet.

Reload

While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. 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 they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.

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 a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.

Bulk

This entry gives the weapon’s Bulk. A weapon’s Bulk is increased or decreased if it’s sized for creatures that aren’t Small or Medium size.

Hands

Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.

Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn’t require two hands or have the two-hand trait.

Group

A weapon or unarmed attack’s group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack’s critical specialization effects.

Weapon Traits

The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait. 

Ammunition

Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it.

Table 6–6: Unarmed Attacks

Unarmed Attack Price Damage Bulk Hands Group Weapon Traits
Fist
1d4 B
1 Brawling Agile, finesse, nonlethal, unarmed


Table 6–7: Melee Weapons

Simple Weapons Price Damage Bulk Hands Group Weapon Traits
Club 0 1d6 B 1 1 Club Thrown 10 ft.
Dagger 2 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S
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 1 gp 1d6 B 1 1 Club Shove
Morningstar 1 gp 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 1d4 B 1 1 Club Two-hand d8
Uncommon Simple Weapons Price Damage Bulk Hands Group Weapon Traits
Clan dagger 2 gp 1d4 P L 1 Knife Agile, dwarf, parry, versatile B
Katar 3 gp 1d4 P L 1 Knife Agile, deadly d6, monk
Martial Weapons Price Damage Bulk Hands Group Weapon Traits
Bastard sword 4 gp 1d8 S 1 1 Sword Two-hand d12
Battle axe 1 gp 1d8 S 1 1 Axe Sweep
Bo staff 2 sp 1d8 B 2 2 Club Monk, parry, reach, trip
Falchion 3 gp 1d10 S 2 2 Sword Forceful, sweep
Flail 8 sp 1d6 B 1 1 Flail Disarm, sweep, trip
Glaive 1 gp 1d8 S 2 2 Polearm Deadly d8, forceful, reach
Greataxe 2 gp 1d12 S 2 2 Axe Sweep
Greatclub 1 gp 1d10 B 2 2 Club Backswing, shove
Greatpick 1 gp 1d10 P 2 2 Pick Fatal d12
Greatsword 2 gp 1d12 S 2 2 Sword Versatile P
Guisarme 2 gp 1d10 P 2 2 Polearm Reach, trip
Halberd 2 gp 1d10 P 2 2 Polearm Reach, versatile S
Hatchet 4 sp 1d6 S L 1 Axe Agile, sweep, thrown 10 ft.
Lance 1 gp 1d8 P 2 2 Spear Deadly d8, jousting d6, 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
Longsword 1 gp 1d8 S 1 1 Sword Versatile P
Main-gauche 5 sp 1d4 P L 1 Knife Agile, disarm, finesse, parry, versatile S
Maul 3 gp 1d12 B 2 2 Hammer Shove
Pick 7 sp 1d6 P 1 1 Pick Fatal d10
Ranseur 2 gp 1d10 P 2 2 Polearm Disarm, reach
Rapier 2 gp 1d6 P 1 1 Sword Deadly d8, disarm, finesse
Sap 1 sp 1d6 B L 1 Club Agile, nonlethal
Scimitar 1 gp 1d6 S 1 1 Sword Forceful, sweep
Scythe 2 gp 1d10 S 2 2 Polearm Deadly d10, trip
Shield bash
1d4 B
1 Shield
Shield boss 5 sp 1d6 B
1 Shield Attached to shield
Shield spikes 5 sp 1d6 P
1 Shield Attached to shield
Shortsword 9 sp 1d6 P L 1 Sword Agile, finesse, versatile S
Starknife 2 gp 1d4 P L 1 Knife Agile, deadly d6, finesse, thrown 20 ft., versatile S
Trident 1 gp 1d8 P 1 1 Spear Thrown 20 ft.
War flail 2 gp 1d10 B 2 2 Flail Disarm, sweep, trip
Warhammer 1 gp 1d8 B 1 1 Hammer Shove
Whip 1 sp 1d4 S 1 1 Flail Disarm, finesse, nonlethal, reach, trip
Uncommon Martial Weapons Price Damage Bulk Hands Group Weapon Traits
Dogslicer 1 sp 1d6 S L 1 Sword Agile, backstabber, finesse, goblin
Elven curve blade 4 gp 1d8 S 2 2 Sword Elf, finesse, forceful
Filcher's fork 1 gp 1d4 P L 1 Spear Agile, backstabber, deadly d6, finesse, halfling, thrown 20 ft.
Gnome hooked hammer 2 gp 1d6 B 1 1 Hammer Gnome, trip, two-hand d10, versatile P
Horsechopper 9 sp 1d8 S 2 2 Polearm Goblin, reach, trip, versatile P
Kama 1 gp 1d6 S L 1 Knife Agile, monk, trip
Katana 2 gp 1d6 S 1 1 Sword Deadly d8, two-hand d10, versatile P
Kukri 6 sp 1d6 S L 1 Knife Agile, finesse, trip
Nunchaku 2 sp 1d6 B L 1 Club Backswing, disarm, finesse, monk
Orc knuckle dagger 7 sp 1d6 P L 1 Knife Agile, disarm, orc
Sai 6 sp 1d4 P L 1 Knife Agile, disarm, finesse, monk, versatile B
Spiked chain 3 gp 1d8 S 1 2 Flail Disarm, finesse, trip
Temple sword 2 gp 1d8 S 1 1 Sword Monk, trip
Uncommon Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Dwarven waraxe 3 gp 1d8 S 2 1 Axe Dwarf, sweep, two-hand d12
Gnome flickmace 3 gp 1d8 B 2 1 Flail Gnome, reach
Orc necksplitter 2 gp 1d8 S 1 1 Axe Forceful, orc, sweep
Sawtooth saber 5 gp 1d6 S L 1 Sword Agile, finesse, twin


Table 6–8: Ranged Weapons
Simple Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Blowgun
1sp 1 P 20 ft. 1 L 1 Dart Agile, nonlethal
10 blowgun darts 5 cp


L


Crossbow 3 gp 1d8 P 120 ft. 1 1 2 Bow
10 bolts 1 sp


L


Dart 1 cp 1d4 P 20 ft.
L 1 Dart Agile, thrown
Hand crossbow 3 gp 1d6 P 60 ft. 1 L 1 Bow
10 bolts 1 sp


L


Heavy crossbow 4 gp 1d10 P 120 ft. 2 2 2 Bow
10 bolts 1 sp



L


Javelin 1 sp 1d6 P 30 ft. L 1 Dart Thrown
Sling 0 1d6 B 50 ft. 1 L 1 Sling Propulsive
10 sling bullets 1 cp


L


Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon traits
Alchemical bomb* Varies Varies 20 ft.
L 1 Bomb Varies
Composite longbow 20 gp 1d8 P 100 ft. 0 2 1+ Bow Deadly d10, propulsive, volley 30 ft.
10 arrows 1 sp


L


Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive
10 arrows 1 sp


L


Longbow 6 gp 1d8 P 100 ft. 0 2 1+ Bow Deadly d10, volley 30 ft.
10 arrows 1 sp


L


Shortbow 3 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10
10 arrows 1 sp


L


Uncommon Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Halfling sling staff 5 gp 1d10 B 80 ft. 1 1 2 Sling Halfling, propulsive
10 sling bullets 1 cp


L


Shuriken 1 cp 1d4 P 20 ft. 0
1 Dart Agile, monk, thrown

* Statistics for alchemical bombs can be found in Alchemical Gear.

Attributes

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