Pathfinder Second Edition
Compendium
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Weapon Statistics (Legacy)
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.