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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 AttackPriceDamageBulkHandsGroupWeapon Traits
Fist
1d4 B
1BrawlingAgile, finesse, nonlethal, unarmed


Table 6–7: Melee Weapons

Simple WeaponsPriceDamageBulkHandsGroupWeapon Traits
Club01d6 B11ClubThrown 10 ft.
Dagger2 sp1d4 PL1KnifeAgile, finesse, thrown 10 ft., versatile S
Gauntlet2 sp1d4 BL1BrawlingAgile, free-hand
Light mace4 sp1d4 BL1ClubAgile, finesse, shove
Longspear5 sp1d8 P22SpearReach
Mace1 gp1d6 B11ClubShove
Morningstar1 gp1d6 B11ClubVersatile P
Sickle2 sp1d4 SL1KnifeAgile, finesse, trip
Spear1 sp1d6 P11SpearThrown 20 ft.
Spiked gauntlet3 sp1d4 PL1BrawlingAgile, free-hand
Staff01d4 B11ClubTwo-hand d8
Uncommon Simple WeaponsPriceDamageBulkHandsGroupWeapon Traits
Clan dagger2 gp1d4 PL1KnifeAgile, dwarf, parry, versatile B
Katar3 gp1d4 PL1KnifeAgile, deadly d6, monk
Martial WeaponsPriceDamageBulkHandsGroupWeapon Traits
Bastard sword4 gp1d8 S11SwordTwo-hand d12
Battle axe1 gp1d8 S11AxeSweep
Bo staff2 sp1d8 B22ClubMonk, parry, reach, trip
Falchion3 gp1d10 S22SwordForceful, sweep
Flail8 sp1d6 B11FlailDisarm, sweep, trip
Glaive1 gp1d8 S22PolearmDeadly d8, forceful, reach
Greataxe2 gp1d12 S22AxeSweep
Greatclub1 gp1d10 B22ClubBackswing, shove
Greatpick1 gp1d10 P22PickFatal d12
Greatsword2 gp1d12 S22SwordVersatile P
Guisarme2 gp1d10 P22PolearmReach, trip
Halberd2 gp1d10 P22PolearmReach, versatile S
Hatchet4 sp1d6 SL1AxeAgile, sweep, thrown 10 ft.
Lance1 gp1d8 P22SpearDeadly d8, jousting d6, reach
Light hammer3 sp1d6 BL1HammerAgile, thrown 20 ft.
Light pick4 sp1d4 PL1PickAgile, fatal d8
Longsword1 gp1d8 S11SwordVersatile P
Main-gauche5 sp1d4 PL1KnifeAgile, disarm, finesse, parry, versatile S
Maul3 gp1d12 B22HammerShove
Pick7 sp1d6 P11PickFatal d10
Ranseur2 gp1d10 P22PolearmDisarm, reach
Rapier2 gp1d6 P11SwordDeadly d8, disarm, finesse
Sap1 sp1d6 BL1ClubAgile, nonlethal
Scimitar1 gp1d6 S11SwordForceful, sweep
Scythe2 gp1d10 S22PolearmDeadly d10, trip
Shield bash
1d4 B
1Shield
Shield boss5 sp1d6 B
1ShieldAttached to shield
Shield spikes5 sp1d6 P
1ShieldAttached to shield
Shortsword9 sp1d6 PL1SwordAgile, finesse, versatile S
Starknife2 gp1d4 PL1KnifeAgile, deadly d6, finesse, thrown 20 ft., versatile S
Trident1 gp1d8 P11SpearThrown 20 ft.
War flail2 gp1d10 B22FlailDisarm, sweep, trip
Warhammer1 gp1d8 B11HammerShove
Whip1 sp1d4 S11FlailDisarm, finesse, nonlethal, reach, trip
Uncommon Martial WeaponsPriceDamageBulkHandsGroupWeapon Traits
Dogslicer1 sp1d6 SL1SwordAgile, backstabber, finesse, goblin
Elven curve blade4 gp1d8 S22SwordElf, finesse, forceful
Filcher's fork1 gp1d4 PL1SpearAgile, backstabber, deadly d6, finesse, halfling, thrown 20 ft.
Gnome hooked hammer2 gp1d6 B11HammerGnome, trip, two-hand d10, versatile P
Horsechopper9 sp1d8 S22PolearmGoblin, reach, trip, versatile P
Kama1 gp1d6 SL1KnifeAgile, monk, trip
Katana2 gp1d6 S11SwordDeadly d8, two-hand d10, versatile P
Kukri6 sp1d6 SL1KnifeAgile, finesse, trip
Nunchaku2 sp1d6 BL1ClubBackswing, disarm, finesse, monk
Orc knuckle dagger7 sp1d6 PL1KnifeAgile, disarm, orc
Sai6 sp1d4 PL1KnifeAgile, disarm, finesse, monk, versatile B
Spiked chain3 gp1d8 S12FlailDisarm, finesse, trip
Temple sword2 gp1d8 S11SwordMonk, trip
Uncommon Advanced WeaponsPriceDamageBulkHandsGroupWeapon Traits
Dwarven waraxe3 gp1d8 S21AxeDwarf, sweep, two-hand d12
Gnome flickmace3 gp1d8 B21FlailGnome, reach
Orc necksplitter2 gp1d8 S11AxeForceful, orc, sweep
Sawtooth saber5 gp1d6 SL1SwordAgile, finesse, twin


Table 6–8: Ranged Weapons
Simple WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Blowgun
1sp1 P20 ft.1L1DartAgile, nonlethal
10 blowgun darts5 cp


L


Crossbow3 gp1d8 P120 ft.112Bow
10 bolts1 sp


L


Dart1 cp1d4 P20 ft.
L1DartAgile, thrown
Hand crossbow3 gp1d6 P60 ft.1L1Bow
10 bolts1 sp


L


Heavy crossbow4 gp1d10 P120 ft.222Bow
10 bolts1 sp



L


Javelin1 sp1d6 P30 ft.L1DartThrown
Sling01d6 B50 ft.1L1SlingPropulsive
10 sling bullets1 cp


L


Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon traits
Alchemical bomb*VariesVaries20 ft.
L1BombVaries
Composite longbow20 gp1d8 P100 ft.021+BowDeadly d10, propulsive, volley 30 ft.
10 arrows1 sp


L


Composite shortbow14 gp1d6 P60 ft.011+BowDeadly d10, propulsive
10 arrows1 sp


L


Longbow6 gp1d8 P100 ft.021+BowDeadly d10, volley 30 ft.
10 arrows1 sp


L


Shortbow3 gp1d6 P60 ft.011+BowDeadly d10
10 arrows1 sp


L


Uncommon Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Halfling sling staff5 gp1d10 B80 ft.112SlingHalfling, propulsive
10 sling bullets1 cp


L


Shuriken1 cp1d4 P20 ft.0
1DartAgile, monk, thrown

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

Attributes

Source Slug
Rules:Free Basic Rules?expansion=0
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