- 1 Adaptive Reach 
- 2 Alchemical 
- 3 Attached 
- 4 Audible 
- 5 Awkward 
- 6 Battering 
- 7 Blocking 
- 8 Brace 
- 9 Brutal 
- 10 Bullets 
- 11 Charge Defense 
- 12 Concealable 
- 13 Cumbersome 
- 14 Deadly 
- 15 Deceptive 
- 16 Defensive 
- 17 Disarm 
- 18 Disarm Blades 
- 19 Dismounting 
- 20 Distracting 
- 21 Double 
- 22 Double Charge Damage 
- 23 Entangling 
- 24 Expendable 
- 25 Finesse 
- 26 Forced Bleed 
- 27 Fragile 
- 28 Grapple 
- 29 Handy 
- 30 Hard-Hitting 
- 31 Improvised Ammo 
- 32 Improvised Weapon 
- 33 Inclusive Reach 
- 34 Intimidating 
- 35 Massive 
- 36 Melee Capable 
- 37 Mighty 
- 38 Monk-Usable 
- 39 Non-Lethal 
- 40 Non-Melee 
- 41 Non-Threatening 
- 42 One-Handed Only 
- 43 Pilfering 
- 44 Pinning 
- 45 Ponderous 
- 46 Poor Melee 
- 47 Powerful 
- 48 Primitive Availability 
- 49 Protective 
- 50 Provocative 
- 51 Range 
- 52 Ranged Attack of Opportunity 
- 53 Reach 
- 54 Restrictive 
- 55 Retrieving 
- 56 Ricochet 
- 57 Silent 
- 58 Size Limited 
- 59 Size-Specific 
- 60 Slow Crank 
- 61 Slow Draw 
- 62 Special 
- 63 Stealthy 
- 64 Stout 
- 65 Strength-Based 
- 66 Sunder 
- 67 Sunder Blades 
- 68 Sunder Haft 
- 69 Touch 
- 70 Trip 
- 71 Two-Handed 
- 72 Unaware 
- 73 Uncomfortable 
- 74 Unwieldy 
A weapon which offers different grips, allowing it to be made into a reach weapon as a swift action, and returned to non-reach as another swift action. While using it as a reach weapon, it does not threaten adjacent squares and may not be used to make attacks against targets in adjacent squares, until returned to its non-reach grip. While wielded as a non-reach weapon, it may only attack adjacent squares, even if the weapon is large-sized or has more than 10 feet of reach in its reach-weapon grip.
This weapon may use alchemical creations, flasks, splash weapons, and bombs as ammunition.
A weapon with the Attached quality grants a +4 weapon bonus to your Maneuver Defense to prevent you being disarmed. However, donning or removing an Attached weapon is a full round action.
This weapon is extremely easy to hear. When used, an audible weapon is easily detectible (DC5) within 50 feet. If applied to ammunition for a ranged weapon, audible ammunition is perceptible at any point within 50 feet of their flight path.
You may wield weapons in a hand already wielding an Awkward weapon, but take a –2 penalty to hit. You may also use that hand for Dex-based skill rolls while wielding the Awkward weapon, but such rolls take a –2 penalty as well.
When you use a battering weapon, you get a +2 enhancement bonus on Might skill checks to make Bull Rush and Overrun attempts. In addition, if your Bull Rush or Overrun combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver.
When fighting defensively or taking a full-defense action while wielding a Blocking weapon, you gain a +1 shield bonus to AC.
If you use a readied action to set a brace weapon against a charge, the weapon's base damage dice are doubled, and any damage adders due to high strength, feats, and weapon enhancement bonuses are doubled. If the Braced attack critically hits, the critical damage is resolved as if the crit multiplier were one higher than normal for the Braced weapon.
A brutal weapon gains a +1 untyped bonus to each damage die rolled of the base weapon damage. This +1 bonus to damage cannot cause the damage die to exceed its maximum value. For example, a cruciate mace (d10 base) wielded by a level 15 character deals 3d10 base weapon damage. Because it has the brutal quality, each of the d10's rolled that has a value of 9 or less gets +1 added to it. If a die comes up a natural 10, it does not gain the +1 bonus from brutal, since that would cause it to exceed its maximum die value. Note that brutal has no effect on bonus dice, precision dice or other non-base weapon damage dice.
If using an average for one or more brutal dice, the brutal quality adds 0.5 to the normal average for the die size. Thus a d10, normally granting a 5.5 average, becomes a 6 average with the brutal quality.
This weapon may use bullets and other stone-like ammunition.
When wielding a weapon with the Charge Defense quality, any time you Brace to receive a charge, if your readied attack hits, you receive a +2 dodge bonus to AC against that foe only, until the end of your next turn. Charge Defense weapons always have the Brace quality as well.
A weapon with the Concealable quality is easier to hide on your person against searches for weapons. Simple weapons with this quality grant a +2 quality bonus to the owner's Sleight of Hand skill to hide the weapon. Martial weapons grant a +4 bonus, and Exotic weapons grant a +6.
This weapon requires extra space to maneuver freely. If any horizontally adjacent space is considered blocked, you receive a -4 to hit. The ground is not considered "adjacent" for purposes of this quality, and neither is the ceiling. A space is considered blocked if there is a permanent object which takes up enough of the square that movement is not allowed into it. Typically, this is a wall or pillar, but statues or other map features may constitute a blocked space. Creatures or low terrain elements like tables or stairs (typically classed as rough terrain) do not cause a space to be treated as blocked. Impeded terrain may or may not be considered blocked, and the GM adjudicates all unusual cases.
When you use this weapon to deliver a coup de grace, it gains a +4 weapon bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The weapon bonus is also added to the actual base damage of the coup de grace attack, and as base damage, is multiplied at 8th, 15th, 22nd, and 29th levels when used by a high-level wielder.
The first attack (hit or miss) made against each target in an encounter is made against the target's flat-footed AC. This allows the wielder to use abilities requiring that their target be flat-footed (such as sneak attack damage) when determining the attack's outcome. Creatures which cannot be flat-footed, such as those with Uncanny Dodge, are not affected by this weapon quality.
A defensive weapon grants a +1 weapon bonus to the wielder's AC and Reflex saves at all times while being wielded by a proficient user. This bonus does not increase from any magical enhancements the weapon may have, nor may it be stacked with any other weapon bonuses to AC or Reflex.
When you use a disarm weapon, you get a +2 enhancement bonus to Sleight of Hand skill checks when performing the Disarm combat maneuver. If your Disarm combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver.
A "disarm blades" weapon gets a +4 weapon bonus to Maneuver Offense checks to Disarm an enemy wielding a weapon from the "light blades" or "heavy blades" weapon categories. In addition, if your Disarm combat maneuver is successful against a light blade or heavy blade, add your weapon's enhancement bonus + 4 to the damage inflicted by the combat maneuver.
Against all other weapons, this weapon quality provides no benefit.
Each time a Dismounting weapon successfully strikes a mounted enemy, that enemy must immediately make a Ride check with a -4 penalty to stay mounted.
You gain a +2 enhancement bonus on Bluff skill checks to Feint in combat while wielding this weapon.
You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way-only one end of the weapon can be used in any given round.
While on a mount and wielding a weapon with the Double Charge Damage quality, the weapon's base damage dice are doubled, and any damage adders due to high strength, feats, and weapon enhancement bonuses are also doubled. If the charge attack critically hits, the critical hit is treated as if the crit multiplier were one higher than normal for the weapon.
An Entangling weapon has the ability to inflict the Entangled status condition when the requirements listed in the weapon's description are met. This can be anything from requiring a critical hit to simply inflicting damage past a creature's DR. See the weapon's description for details.
Applied to thrown and ranged weapons, this quality means that thrown weapons are treated as ammunition for the purposes of drawing them and what happens to them after they are thrown or fired.
A weapon with the finesse quality qualifies as a light weapon for anyone who wields it while using the Weapon Finesse feat.
A weapon with the Forced Bleed quality inflicts a bleed condition when the requirements listed in the weapon's description are met. The severity of the bleed is also listed in the weapon's description. What makes Forced Bleed unique is that the Bleed cannot be stopped until the weapon is removed from the victim's body. The process for removing the weapon is also in the weapon's description.
Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the Broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 does no further damage to the weapon. Fragile weapons and armor which have been crafted with a dweomermetal, lose the fragile quality unless otherwise noted in the item description or the special material description.
If a weapon gains the broken condition by rolling a natural 1, it remains broken until repaired. The Broken condition can be removed with Field Repair feat, Mending spell or Make Whole spell, as detailed on the Broken condition page.
When wielding a weapon with the Grapple quality, if you successfully fulfill the requirements listed in the weapon description, you can initiate a grapple against your target. When you use a Grapple weapon, you get a +2 enhancement bonus on Might Skill checks when attempting to grapple an opponent. In addition, if your grapple combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver.
The creature you are grappling must remain within the reach of the Grapple weapon in order to maintain the grapple. You are considered to be in a grapple, regardless of whether you are adjacent to the creature you are grappling. If you move far enough away to be out of the weapon's reach, you end the grapple with that action.
A Handy weapon is carried in the hand, rather than carried attached to the body. As such, it may be drawn as a swift action, or part of a move action. It may be drawn as a free action if the wielder has the Quick Draw feat.
This weapon hits unusually hard for its size. Applied to a light weapon, it allows the wielder to wield the light weapon with both hands, gaining STR x1.5 bonus to damage instead of the standard STR x1. (It is not normally possible to wield a light weapon in 2 hands. All 1-handed weapons can be wielded in 2 hands for this same effect, except for those which have the "One-Handed Only" quality.
This ranged projectile weapon can use improvised objects as ammunition. Such ammunition is usually in the form of small stones, although other objects such as knots of dense wood, hard nuts, large teeth, knuckle bones, metal nuts and bolts, etc, can be used as well. In most natural settings Improvised Ammo can be found in ten minutes of searching. In more difficult areas a Survival skill roll versus an Average Skill DC, if successful, will locate 6d6 rounds of improvised ammo at no cost.
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
An inclusive reach weapon has the reach quality but can also attack and threaten adjacent squares.
The wielder of an Intimidating weapon gains a +2 enhancment bonus to Intimidate checks made to Demoralize an enemy during combat.
A weapon with the massive quality requires a minimum Strength score of 18 to wield with proficiency. It may not be concealed through mundane means, and cannot be sheathed without a full-round action to stow in a suitably-sized pack or roll. If it is stowed in such a way, it requires another full-round action to fish it back out.
Massive weapons cannot be drawn from storage as part of a move action, nor do they benefit from the quick draw feat. Magic packs, such as the Handy Haversack still require a full-round action for retrieval, not because the pack fails to offer up the weapon but because a great deal of care must be taken to prevent the weapon from gratuitously removing the wielder's limbs when retrieving it.
For these reasons, massive weapons are nearly always carried in hand, balanced on a shoulder, which is when they normally gain the Handy quality. This makes it much easier to get a Massive weapon into action in a fight, at the considerable cost of leaving the wielder with only one free hand outside of combat.
Massive weapons may never be wielded one-handed in combat, even if the weapon is one size smaller, or the wielder possesses a feat which would normally allow such a thing.
Applied to a ranged weapon, allows the weapon to serve as a melee weapon when wielded by someone with proficiency with the weapon. Consult the weapons description for its melee characteristics. If not expressly defined, it works as Brass Knuckles. As a melee weapon, the weapon threatens, may grant flanks, and serves for attacks of opportunity. Even better, any enchantment placed on a melee capable weapon counts for both the ranged weapon function and the melee weapon function. (Magical weapon properties may be chosen which are useful for melee or ranged only, but if you do so, they only work when the weapon is being used in the permitted fashion.)
Applied to a ranged weapon, allows STR bonuses to be applied to damage rolls if an extra cost is paid per STR damage plus added, as detailed in the weapon's description.
These weapons are the only weapons usable by monks that may be used with the Echoing Strike and Flurry of Blows abilities. While a monk may spend a feat to gain proficiency in other weapons, only weapons with the Monk-Usable quality can be used with Echoing Strike and Flurry of Blows.
These weapons deal nonlethal damage (see Combat). They do not incur the –4 to-hit penalty for reducing lethal damage to non-lethal.
Weapons with this quality cannot be used as melee weapons, do not threaten squares, and thus cannot be used to make attacks of opportunity. Additionally, wielders of such weapons cannot assist with flanks.
Weapons with this quality do not threaten squares, and thus cannot be used to make attacks of opportunity. Additionally, wielders of such weapons cannot assist with flanks.
Weapons with the One-Handed Only quality may not be used with both hands to gain an improved Strength modifier bonus.
When you use a Pilfering weapon, you get a +2 enhancement bonus on Sleight of Hand checks when performing the Dirty Trick or Steal combat maneuvers. In addition, if your Dirty Trick or Steal combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver.
When used as described in the weapon's description, this weapon inflicts the Pinned status condition upon the target.
Applied to ranged or thrown weapons, ponderous weapons are treated as giant-hurled boulders as regards to spell effects, feats, class abilities, etc. For example, ponderous thrown weapons are unaffected by a wind wall spell and ignore the Deflect Arrows feat.
These weapons are intended to be thrown, not used in melee. While they are capable of threatening squares and providing flanks, they are not great melee weapons. As a result, using such weapons in melee combat suffers a –2 penalty to attack rolls.
Applied to ranged or thrown weapons, this quality allows the Power Attack feat (and similar innate abilities) to be used for attacks with this weapon. Note that the Power Attack and Deadly Aim feats never stack.
These weapons may be constructed from scavenged materials at no cost, but doing so causes them to gain the Fragile quality. Note that it requires a few minutes to several hours of work to 'make' a weapon with Primitive Availability. Simply snatching up a chair leg during a fight still counts as an improvised weapon.
Protective weapons provide a shield bonus to AC if you do not attack with the hand wielding them. When you attack with the protective weapon, the shield bonus is lost until the start of your next turn. The shield bonus is equal to the shield bonus of the Protective weapon, or 1, whichever is greater.
A provocative weapon provokes attacks of opportunity from foes which threaten the wielder when the weapon is used to make an attack.
This weapon can make attacks at range without penalty to a distance shown in the Range Increment of the weapon's description. Extra distance beyond the initial range increment suffers a -2 penalty per additional range increment after the first. The maximum distance of thrown weapons is 5 times the listed range increment. The maximum distance of projectile weapons is 10 times the listed range increment. The minimum possible range increment is 10 feet. If any quality or effect would lower the Range Increment to less than ten feet, the weapon loses the Range quality and must be thrown as an improvised weapon, namely, with a ten foot range increment and a -4 penalty on attack rolls.
When readied in the hand, this thrown or ranged weapon is extremely fast to react. Once per round, any foe who moves with thirty feet of the wielder is subject to an Attack of Opportunity as if the moving creature had just left a threatened square of the wielder. Five foot steps and forced movement do not trigger this ranged attack of opportunity unless other abilities grant that trigger. Note that a weapon with the Ranged Attack of Opportunity quality does not grant flanks or actually threaten any differently than any other weapon, the only benefit is the ability to make an Attack of Opportunity.
Reach weapons are used to strike opponents 10, 15 or even 20 feet away, depending on the weapon (see the weapon's description), but cannot be used against an adjacent foe, nor does it threaten adjacent squares.
All attacks made with a Restrictive weapon are made at –1 to hit, because the weapon hinders the flexibility or movement of the wielder.
A weapon with the Retrieving quality has the ability to draw a struck victim closer to the wielder. This is generally done by an attached rope. Retrieving is a type of Reposition combat maneuver, requiring an opposed Maneuver Offense check against the victim's Maneuver Defense. If successful, the wielder may move a struck foe only into squares closer to you than the square the foe started in. While affected by a retrieving weapon, a struck foe may not move away from the wielder using any movement type (except teleport), although they may move closer to the wielder or into any other legal square which is not further away from the wielder. If the creature is already adjacent to the wielder's space, the wielder may use the reposition quality to keep the struck foe adjacent to you, although they may still move around you as they wish to any legal space.
Once per round, after you successfully strike a target, select a different foe within 10 feet of your first target and make another attack. Only roll damage once, but each target that was struck takes the full damage. On ranged weapons, this quality is usually conferred by the ammunition chosen. On melee and thrown weapons, this quality usually requires the fragile and expendable qualities, but see the weapon write-up for details.
This weapon is unusually quiet when used. If you use a silent weapon while stealthed, the sniping penalty (–10) is reduced when you make a follow-up Stealth check. The reduction for a simple weapon is 2, for a martial it is 4, and for an exotic it is 6.
A wielder must be Medium-size or larger to use the weapon effectively (or take an additional -3 penalty on attack rolls in addition to the standard -4 non-proficiency penalty).
A Size-Specific weapon is only usable against a creature of the same size as the weapon. Thus, a size medium weapon may only be used against a size-medium creature. Attempting to use the weapon against an opponent who is incorrectly sized inflicts a –4 penalty to all rolls pertaining to the weapon's attacks and abilities. Creatures two or more size categories different than the weapon cannot be affected by the weapon at all.
Applied to ranged weapons, if the user's STR score is too low, reloading takes additional time.
This weapon always takes at least a move action to ready for use. This action time may not be reduced by feats, abilities, weapon qualities, or any other effect which allows a weapon to be prepared with greater than normal speed.
A weapon with the Special quality has unique qualities that it shares with no other weapon. Read the description carefully.
Weapons with the Stealthy quality are designed to appear as something other than a weapon (e.g. the sword cane). Anyone examining the Stealthy weapon must make a Perception check to realize that it is, in fact, a weapon. The DC for this check is the wielder's Sleight of Hand check result with a +2 enhamcement bonus if the weapon is a simple weapon, +4 if the weapon is a martial weapon, and +6 if the weapon is an exotic weapon. The observer gets a circumstance bonus to their perception of +4 if they are able to pick up and handle the Stealthy weapon.
Weapons with the Stout quality grant a +2 enhancement bonus to the wielder's Maneuver Defense when resisting Sunder attempts.
Applied to ranged or thrown weapons, this quality means that STR modifiers are used instead of DEX modifiers, both for to-hit and damage purposes.
When you use a sunder weapon, you get a +2 enhancement bonus on Maneuver Offense checks when attempting the Sunder combat maneuver. In addition, if your sunder combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver. Sunder weapons can be used to make sunder attempts against unattended objects, structures and fortifications, including those made from metal or stone.
Note: Weapons made from special materials often have bonuses or penalties to Sunder checks. These material bonuses and penalties stack with the Maneuver Offense bonus granted by a sunder weapon.
A weapon with the Sunder Blades quality grants its wielder a +4 enhancement bonus to Combat Maneuver checks to Sunder an enemy's weapon from the "light blades" or "heavy blades" weapon categories. In addition, if your sunder combat maneuver is successful, add your weapon's enhancement bonus + 4 to the damage inflicted by the combat maneuver.
Against all other weapons, the Sunder Blades quality grants no benefit, nor can it be used to sunder metal or stone objects, structures or fortifications. See the Sunder combat maneuver page for more information.
Note: Weapons made from special materials often have bonuses or penalties to Sunder checks. Such material bonuses and penalties stack with the Maneuver Offense bonus granted by a Sunder Blades weapon.
A weapon with the Sunder Haft quality grants its wielder a +4 enhancement bonus to Maneuver Offense checks to Sunder an enemy's weapon that has a wooden haft, such as most polearms, axes, flails, etc. In addition, if your sunder combat maneuver is successful, add your weapon's enhancement bonus + 4to the damage inflicted by the combat maneuver.
Against any weapon which does not have a wooden haft or handle, this quality provides no benefit, nor can it be used to sunder metal or stone objects, structures or fortifications. See the Sunder combat maneuver page for more information.
Note: Weapons made from special materials often have bonuses or penalties to Sunder checks. Such material bonuses and penalties stack with the Maneuver Check bonus granted by a Sunder Haft weapon.
When used as described in the weapon's description, attacks with this weapon are resolved against the target's touch AC.
When you use a Trip weapon, you get a +2 enhancement bonus on Maneuver Offense checks when attempting the Trip, Drag, or Reposition combat maneuvers. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. In addition, if your trip, drag, or reposition combat maneuver is successful, add your weapon's enhancement bonus +2 to the damage inflicted by the combat maneuver.
These weapons require two hands to use, and are treated as two-handed melee weapons as regards STR bonuses to damage (if any are allowed) and the effects of any feats which may be used with the weapons.
A weapon with the "unaware" quality may only be used against an opponent who is either helpless or who has no knowledge of your location before you attack. Only a stealth check greater than the opponent's perception check can grant the unaware status. Note that even invisibility doesn't make you silent, and foes get a perception check to notice you (albeit at –2 to the roll, per the standard invisibility rules). See the Stealth skill page for more information.
These weapons have a quality similar to armor, in that they are uncomfortable to sleep in while wearing them. Anyone sleeping with an Uncomfortable weapon attached gains the Fatigued condition upon waking. The fatigued condition persists until the character rests with the uncomfortable weapon removed, or until it is cured by some spell or ability which can remove fatigue (e.g. Lesser Restoration, Lay on Hands, etc.). Characters with the Endurance feat may ignore this quality.
An unwieldy weapon requires a great deal of space to properly use. If any adjacent square is considered blocked you cannot use the weapon, and if any square within ten feet of the wielder is considered blocked you have –4 to hit. A space is considered blocked if there is a permanent object which takes up enough of the square that movement is not allowed into it. Typically this is a wall or pillar, but statues or other map features may constitute a blocked space. Creatures or low terrain elements like tables or stairs do not cause a space to be treated as blocked.