Weapons in Pathfinder: Kingmaker are covered on this page. Weapons include swords, wands, axes, firearms etc. You can get the weapons through quest reward, enemy loots or purchase from NPCs.
The use of each weapon in Pathfinder: Kingmaker will depend on the proficiency of the character used.
Weapon Proficiency is a Feat in Pathfinder: Kingmaker. Feats can give your character various bonus or allow them to perform all sorts of actions.
There are three types of Weapon Proficiency:
Weapons Information
Melee Weapons
Name | Proficiency Group | Critical Hit | Reach | Damage (modified by Size) | Qualities | Weight | Buying Cost |
Club | Simple | 20(x2) | 2 ft Melee | 1d6 (Bludgeoning) | - | 3 | 4 |
Dagger | Simple | 19-20(x2) | 2 ft Melee | 1d4 (Piercing) | Finesse, Light | 1 | 4 |
Everburning Torch | Simple | 20(x2) | 1d3 +1 Fire | Light | 1 | 27 | |
Punching Dagger | Simple | 20(x3) | 2 ft Melee | 1d4 (Piercing) | Finesse, Light | 1 | ? |
Light Mace | Simple | 20(x2) | 2 ft Melee | 1d4 (Bludgeoning) | Finesse, Light | 4 | ? |
Sickle | Simple | 20(x2) | 2 ft Melee | 1d6 (Slashing) | Finesse, Light | 2 | ? |
Trident | Simple | 20(x2) | 2 ft Melee | 1d8 (Piercing) | ? | 4 | ? |
Spear | Simple | 20(x3) | 2 ft Melee | 1d8 (Piercing) | ? | 6 | ? |
Quarterstaff | Simple | 20(x2) | 2 ft Melee | 1d6 (Bludgeoning) | ? | 4 | ? |
Longspear | Simple | 20(x3) | 6 ft Melee | 1d8 (Piercing) | ? | 9 | ? |
Shortspear | Simple | 20(x2) | 2 ft Melee | 1d6 (Piercing) | ? | 3 | ? |
Heavy Mace | Simple | 20(x2) | 2 ft Melee | 1d8 (Bludgeoning) | ? | 6 | ? |
Greatclub | Simple | 20(x2) | 2 ft Melee | 1d10 (Bludgeoning) | ? | 8 | ? |
Kama | Exotic | 20(x2) | 2 ft Melee | 1d6 (Slashing) | Finesse, Light | 2 | ? |
Sai | Exotic | 20(x2) | 2 ft Melee | 1d4 (Bludgeoning) | Finesse, Light | 1 | ? |
Estoc | Exotic | 18-20(x2) | 2 ft Melee | 2d4 (Piercing) | Finesse | 4 | ? |
Falcata | Exotic | 19-20(x3) | 2 ft Melee | 1d8 (Slashing) | ? | 4 | ? |
Bastard Sword | Exotic | 19-20(x2) | 2 ft Melee | 1d10 (Slashing) | ? | 6 | ? |
Dueling Sword | Exotic | 19-20(x2) | 2 ft Melee | 1d8 (Slashing) | Finesse | 3 | ? |
Tongi | Exotic | 19-20(x3) | 2 ft Melee | 1d6 (Piercing) | ? | 4 | ? |
Dwarven Waraxe | Exotic | 20(x2) | 2 ft Melee | 1d10 (Slashing) | ? | 8 | ? |
Orc Double Axe | Exotic | 20(x3) | 2 ft Melee | 1d8(Slashing) | ? | 15 | ? |
Elven Curve Blade | Exotic | 18-20(x2) | 2 ft Melee | 1d10 (Slashing) | Finesse | 7 | ? |
Gnome Hooked Hammer | Exotic | 20(x3), 20(x2) | 2 ft Melee | 1d8/1d6 (Piercing) | ? | 5 | ? |
Two-bladed Sword | Exotic | 19-20(x2) | 2 ft Melee | 1d8 (Slashing) | ? | 10 | ? |
Dwarven Urgosh | Exotic | 20(x3) | 2 ft Melee | 1d8 (Slashing) | ? | 12 | ? |
Fauchard | Exotic | 18-20(x2) | 6 ft Melee | 1d10 (Slashing) | - | 10 | 16 |
Light Hammer | Martial | 20(x2) | 2 ft Melee | 1d4 (Bludgeoning) | Finesse, Light | 2 | ? |
Handaxe | Martial | 20(x3) | 2 ft Melee | 1d6 (Slashing) | Finesse, Light | 3 | ? |
Kukri | Martial | 18-20(x2) | 2 ft Melee | 1d4 (Slashing) | Finesse, Light | 2 | ? |
Light Pick | Martial | 20(x4) | 2 ft Melee | 1d4 (Piercing) | Finesse, Light | 3 | ? |
Shortsword | Martial | 19-20(x2) | 2 ft Melee | 1d6 (Slashing) | Finesse, Light | 2 | ? |
Battleaxe | Martial | 20(x3) | 2 ft Melee | 1d8 (Slashing) | ? | 6 | ? |
Flail | Martial | 20(x2) | 2 ft Melee | 1d8 (Bludgeoning) | ? | ? | ? |
Longsword | Martial | 19-20(x2) | 2 ft Melee | 1d8(Slashing) | ? | 4 | ? |
Heavy Pick | Martial | 20(x4) | 2 ft Melee | 1d6 (Piercing) | ? | 6 | ? |
Rapier | Martial | 18-20(x2) | 2 ft Melee | 1d6 (Piercing) | Finesse | 2 | ? |
Scimitar | Martial | 18-20(x2) | 2 ft Melee | 1d6 (Slashing) | ? | 4 | ? |
Starknife | Martial | 20(x3) | 2 ft Melee | 1d4 (Piercing) | Finesse | 3 | ? |
Warhammer | Martial | 20(x3) | 2 ft Melee | 1d8 (Bludgeoning) | ? | ? | ? |
Bardiche | Martial | 19-20(x2) | 6 ft Melee | 1d10 (Slashing) | ? | ? | ? |
Earth Breaker | Martial | 20(x3) | 2 ft Melee | 2d6 (Bludgeoning) | ? | 14 | ? |
Falchion | Martial | 18-20(x2) | 2 ft Melee | 2d4 (Slashing) | ? | 8 | ? |
Heavy Flail | Martial | 19-20(x2) | 2 ft Melee | 1d10 (Bludgeoning) | ? | ? | ? |
Glaive | Martial | 20(x3) | 6 ft Melee | 1d10 (Slashing) | ? | 10 | ? |
Greataxe | Martial | 20(x3) | 2 ft Melee | 1d12 (Slashing) | ? | 12 | ? |
Greatsword | Martial | 19-20(x2) | 2 ft Melee | 2d6 (Slashing) | ? | 8 | ? |
Scythe | Martial | 20(x4) | 2 ft Melee | 2d4 (Slashing) | ? | 10 | ? |
Ranged Weapons
Name | Proficiency Group | Critical Hit | Reach | Damage (modified by Size) | Qualities | Weight | Buying Cost |
Javelin | Simple | 20(x2) | 30 ft Ranged | 1d6 (Piercing) | ? | 2 | ? |
Dart | Simple | 20(x2) | 20 ft Ranged | 1d4 (Piercing) | ? | 0.5 | ? |
Light Crossbow | Simple | 19-20(x2) | 50 ft Ranged | 1d8 (Piercing) | ? | 4 | ? |
Heavy Crossbow | Simple | 19-20(x2) | 50 ft Ranged | 1d10 (Piercing) | ? | 8 | ? |
Sling | Simple | 20(x2) | 40 ft Ranged | 1d4 (Bludgeoning) | ? | 0.1 | ? |
Longbow | Martial | 20(x3) | 50 ft Ranged | 1d8 (Piercing) | ? | 3 | ? |
Composite Longbow | Martial | 20(x3) | 50 ft Ranged | 1d8 (Piercing) | Composite | 3 | 400 |
Shortbow | Martial | 20(x3) | 40 ft Ranged | 1d6 (Piercing) | ? | 2 | ? |
Composite Shortbow | Martial | 20(x3) | 40 ft Ranged | 1d8 (Piercing) | Composite | 2 | 200 |
Sling Staff | Exotic | 20(x3) | 50 ft Ranged | 1d8 (Bludgeoning) | ? | 3 | ? |
Magic Weapons
Magic Weapon Special Properties List:
Name | Description |
Agile | Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier (whichever is higher). This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons. |
Anarchic | An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. |
Arcane inscriptions | Owner of this item gets +2 enhancement bonus to attack with touch spells. |
Axiomatic | An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. |
Bane | A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. |
Beguiling | The wielder of this weapon gets a +4 bonus to Persuasion skill checks. |
Blessed Weapon | All critical hit rolls against evil foes are automatically successful. |
Breaker of Wills | Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute. |
Brilliant Energy | A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. |
Composite | This feature allows you to add your Strength bonus to damage with a bow. |
Corrosive | Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. |
Death Reservoir | Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage. |
Destructive | Critical modifier of this weapon is increased by 1. |
Deteriorative | Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. |
Elite Expertise | Wielder of this weapon performs ranged attacks as if they had Point-Blank Shot and Precise Shot feats. |
Enhancement +n | Attacks with this weapon get +n enhancement bonus on both attack and damage rolls. |
Extinguisher | Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus. |
Eye Gouger | Whenever you score a critical hit with this weapon, your opponent becomes permanently blinded. A successful Fortitude save DC 15 reduce the duration for 1 round. |
Fire Gemstone | This staff contains six charges that are replenished each day. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray. |
Flaming | Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. |
Freezing | Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. |
Furious | A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. |
Ghost Touch | An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. |
Greater Corrosive | Weapon deals an extra 2d6 points of acid damage on a successful hit. |
Greater Flaming | Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit. |
Greater Frost | Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit. |
Greater Necrotic | Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit. |
Greater Shock | Improved shock weapon is sheathed in crackling electricity that deals an extra 2d6 points of electricity damage on a successful hit. |
Greater Speed | When making a full attack, the wielder of a speed weapon may make two extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.) |
Heavy Blow | Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. A successful Fortitude DC 17 save reduces this to staggered for 1 round. These effects do not stack. Additional hits instead add to the duration. |
Holy | A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. |
Impervious | The wielder of this weapon gets DR 5/piercing. |
Improved Critical Multiplier | Increases weapon's critical multiplier by one. |
Incinerating | Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. |
Keen | Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon. |
Lethal | Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon. |
Longshank Bane | A bane weapon excels against certain foes. Against a designated foe. This weapon is designated against Giants, Humans, Elves, Orcs and other humanoids goblins call longshank. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. |
Loyal | A loyal weapon refuses to damage the allies of its weilder. Weapon's enhancement bonus is reduced by -5 against friendly targets. |
Necrotic | Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a successful hit. |
Necrotic Burst | This weapon deals an additional 1d6 negative damage on hit. In addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of negative energy damage instead, and if multiplier is x4, add an extra 3d10 points of negative energy damage. |
Oversized | Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls. |
Poison Resistance | A +4 bonus on all saving throws against poison. |
Runic Mageblade | When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. |
Sacrificial | Against a helpless foe, the weapon's enhancement bonus is +2 better than its actual bonus. |
Shock | Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. |
Slowdown | Whenever you score a hit with this weapon, your opponent becomes slowed for 1d4 rounds. A successful Will DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration. |
Speed | When making a full attack, the wielder of a speed weapon may make one extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.) |
Strength | This feature allows you to add your Strength bonus to damage with a bow. |
The luck of the draw | Critical multiplier of this weapon is x4 instead of x3. |
Thundering | A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage. |
Torpor | Whenever you score a hit with this weapon, your opponent becomes stunned for 1 round. A successful Fortitude DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration. |
Ultrasound | An ultrasound weapon creates a hardly hearable noise whenever it strikes a target, dealing an extra 2d6 points of sonic damage. |
Unfair Advantage | Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds. |
Unholy | A unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. |
Unstoppable | This weapon ignores all damage reduction and immunities. |
Unyielding | The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects. |
Venomous | Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 Widsom damage and dazed a target for 1 round. |
Vicious | When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. |
Wrath of the Bear God | Any creature struck by a critical hit, either from a natural attack or from this scimitar, becomes a target of lightning, as per the Call Lightning Strom spell (5d6 damage, 24 DC Reflex half). All natural attacks from both the wielder of this scimitar and the wielder's animal companion have concussive and shocking modifier applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10. |
Magic Weapon List:
Name | Type | Enhance | Propierties | Description |
Champion of Graves | Bardiche | +5 | Deteriorative | This +5 bardiche deals additional 3d6 negative energy damage. |
Rod of Razors | Bardiche | +5 | Keen | This weapon is a +5 keen adamantine halberd. As a standard action, up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all creatures in a 30-foot cone (DC27 Reflex half). |
Ravena's Kiss | Bastard Sword | +5 | This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric. | |
Martyr's Blade | Bastard Sword | +5 | Axiomatic Holy Vicious |
This weapon is a +5 axiomatic holy vicious bastard sword. |
Opperssor | Bastard Sword | +4 | This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. | |
Unstoppable Khanda | Bastard Sword | +4 | Beguiling Impervious Unyielding Venomous |
This Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-affecting effects. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 Wisdom damage and dazed a target for 1 round. |
Frost Blade | Battleaxe | +3 | Freezing | This weapon is a +3 Freezing battleaxe. |
Earth's Wrath | Battleaxe | +3 | This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day. | |
Serrator | Battleaxe | +2 | This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Multiple bleeding effects stack. Bleeding creatures take the bleed damage at the start of their turns. Bleed will continue until the target receives magic healing of leaves combat. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. | |
Grim Finale | Club | +2 | Necrotic | Whenever this +2 necrotic club lands a successful critical hit, it casts vampiric touch spell on its target. Whenever the wielder unequip this weapon, it cast finger of death on them. |
Hunter's Blessing | Composite Longbow | +5 | Composite Holy |
This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity. |
Gamekeeper of the First World | Composite Longbow | +5 | Composite | This +5 composite Longbow has 19-20 critical range. Whenever it lands a hit, the target becomes illuminated for 3 rounds, preventing it from using Invisibility, inflicting a -50 penalty on Stealth checks and a -4 to AC. |
Mirror Bow | Composite Longbow | +5 | Composite | Whenever the wielder of this +5 composite longbow uses it to attack an enemy, Mirror Bow also shoots a reflection arrow at the same target. Reflection arrow is a ranged attack that deals 1d4 + half the wielder's Strength bonus piercing damage. |
Watchman | Composite Longbow | +5 | Composite Holy |
This +5 holy composite longbow grants its wielder blindsense. |
Shady Longbow | Composite Longbow | +3 | Composite | This +3 composite longbow grants its wielder a +5 luck bonus to Stealth skill checks, and the ability to cast invisibility spell twice per day. |
Legacy of Accursed Tree | Composite Longbow | +1 | Composite Holy |
This weapon is a +1 composite longbow. |
Devourer of Metal | Composite Longbow | +1 | Composite Oversized Greater Corrosive |
This +1 longbow deals 2d6 damage, and additional 2d6 acid damage, yet its clumsiness and weight impose a -2 penalty on the wielder's attack rolls. |
Lucky Longbow | Composite Longbow | +1 | Composite The luck of the draw |
This weapon is a +1 composite longbow. |
Whirlwind | Composite Longbow | +2 | Composite | This +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day. |
Longbow of Erastil | Composite Longbow | +1 | Composite | This longbow deals additional 1d4 damage to animals and undead creatures. |
Prowling Cat | Composite Shortbow | +4 | Composite Speed |
This +4 speed composite shortbow is decorated with a carving of a hunting cat. It grants its wielder the ability to summon 1d4+1 smilodons three times per day. |
Fiery Eye | Composite Shortbow | +1 | Composite Flaming |
This +1 flaming composite shortbow grants its wielder the ability to cast flare burst spell three times per day. |
Dormition | Dagger | +5 | Undead Bane | This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage. |
Deceiver | Dagger | +3 | Agile | This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day. |
Edict | Dagger | +4 | Speed Breaker of Wills |
Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute. |
Dark Wind | Dagger | +4 | This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage. | |
Chaos Shard | Dagger | +2 | This +2 dagger has a chance to confuse enemy on a hit. | |
Frailty | Dagger | +1 | Speed Ghost Touch |
This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day. |
Troublemaker | Dagger | +2 | Destructive Agile Anarchic Flaming |
This weapon is a +2 flaming anarchic agile dagger. |
Arcane Protector | Dagger | +1 | This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. | |
Lightsning Duelist | Dagger | +1 | Shock | This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning damage. |
Bloodhound | Dueling Sword | +5 | Agile Speed |
This +5 speed agile dueling sword has a 18-20 critical range. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy. |
Menace | Dueling Sword | +3 | Brilliant Energy | This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus sto CMD and a +2 luck bonus to CMB. |
Arcane Enforcer | Dueling Sword | +3 | This +3 dueling sword deals additional 1d6 damage. | |
Swordsman's Passion | Dueling Sword | +2 | Agile | This weapon is a +2 agile dueling sword. |
Royal Gift | Dueling Sword | +3 | Keen | This weapon is a +3 keen dueling sword. |
Lord Protector | Dueling Sword | +2 | Loyal | This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attack rolls against friendly targets. |
Opportunist's Dwarven Waraxe | Dwarven Waraxe | +1 | Speed | This +1 speed dwarven waraxe deals additional 9 damage on a successful critcal hit and grants its wielder the ability to cast flare spell twice per day. |
Obliteration | Earth Breaker | +5 | Vicious | Whenever this +5 vicious earthbreaker lands a hiton an enemy, it applies a stacking -2 AC penalty to the target. This penalty disappears once the battle ends. |
Bane of the Living | Elven Curve Blade | +5 | Living Bane | This +5 elven curve blade is a bane weapon against creature of every type except undead and constructs. Whenever it lands a critical hit, it has a chance to cast harm spell (DC22) on the target. |
Clarity | Elven Curve Blade | +4 | Magical Beast Bane Ghost Touch |
This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. |
Lifestopper | Estoc | +4 | Speed Keen |
This +4 keen speed estoc grants its wielder the ability to cast waves of fatigue spell once per day |
Blinding Light | Estoc | +5 | Improved Critical Multiplier | This +5 estoc has a x3 critical multiplier. Whenever it lands a critical hit, it has a chance to blind the target. |
Forsaken Edge | Estoc | +2 | Unholy | This weapon is a +2 unholy estoc. |
Hairsplitter | Estoc | +1 | Agile | This weapon is a +1 agile estoc. |
Fervent Edge | Falcata | +3 | Furious Incinerating |
This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day. |
Decapitator | Falcata | +2 | Furious Keen |
This weapon is a +2 keen falcata. |
Odium | Falchion | +5 | Unholy Anarchic |
This +5 unholy anarchic falchion gives its wielder a +6 enhancement bonus to natural armor, but reduce their Charisma score to 1. |
Beastrender | Falchion | +2 | Animal Bane | This weapon is a +2 animal bane falchion. |
Fury's Legacy | Falchion | +2 | Furious | This weapon is a +2 furious falchion. |
Mastery | Fauchard | +5 | This +5 fauchard grants its wielder continuous effect of freedom of movement spell, immunity to trip and bull rush combat maneuvers, and a +5 enhancement bonus to CMB. Whenever the wielder succussfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. | |
Serpent Prince | Fauchard | +3 | Destructive Corrosive |
This +3 corrosive fauchard has a higher critical hit multiplier. |
Dark Bidding | Fauchard | +3 | Greater Necrotic | This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day. |
Tyrant | Flail | +5 | Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target's AC, all saving throws and CMD. | |
Incurruptible Petal | Glaive | +5 | Holy Ultrasound |
This +5 holy glaive deals an additional 2d6 sonic damage. It also grants its wielder the ability to cast heroic invocation once per day as a 17th level wizard. |
Dragon's Essence | Greataxe | +5 | Dragon Bane | This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day. |
Vanquisher | Greataxe | +5 | This +5 greataxe has a critical range of 19-20, and deals additional 10 damage on every hit. | |
Lava Forged Axe | Greataxe | +5 | Greater Flaming | This +5 bleed greataxe deals additional 2d8 damage. It grants its wielder ability to cast summon huge fire elemental spell once per day. |
Destroyer | Greataxe | +5 | Anarchic Unholy Vicious Improved Critical Multiplier |
This +5 anarchic unholy vicious greataxe has a x4 critical multiplier. |
Retribution | Greataxe | +4 | Magical Beast Bane | This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day. |
Tempest | Greataxe | +3 | Speed Greater Shock |
This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day. |
Frost Touch | Greataxe | +3 | Fey Bane Greater Frost |
This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day. |
Heat of Battle | Greataxe | +3 | Flaming | This weapon is a +3 flaming greataxe. |
Second Execution | Greataxe | +1 | Undead Bane | This weapon is a +1 undead bane greataxe. |
Extinguisher | Greataxe | +2 | Extinguisher | This +2 greataxe works as a +6 weapon against Will-o'-Wisps. |
Capital Punishment | Greataxe | +5 | Axiomatic Keen |
This weapon is a +5 axiomatic keen greataxe. |
Trollreaper | Greataxe | +1 | Corrosive | This +1 greataxe deals additional 1d6 acid damage. |
Bloodthirst | Greatclub | +5 | Vampiric | This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. It can only be used by evil characters. |
Spinebreaker | Greatclub | +3 | Unholy Keen |
This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spells. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). Whenever it lands a critical hit, it has a chance to cast boneshatter spell at the target. |
The Crusher | Greatclub | +2 | Oversized | This +2 large greatclub appears surprisingly light in your hand. Its size penalty for Medium creatures is reduced to -2. |
Endless War | Greatsword | +5 | Vicious | This weapon is a +5 vicious greatsword. |
Remnant | Greatsword | +5 | This +5 flaming greatsword deals additional 2d6 divine damage on hit. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead. | |
Swift Blow | Greatsword | +4 | This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day. | |
Stonekeeper | Greatsword | +2 | Corrosive | This +2 corrosive greatsword grants its wielder the ability to cast pike stones spell twice per day. |
Fly Swatter | Greatsword | +1 | Bane Vermin Poison Resistance |
This +1 greatsword grants its wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. |
Stonecutter | Handaxe | +5 | Construct Bane | This +5 adamantite construct bane handaxe grants its wielder DR 5/ bludgeoning. |
Elemental Squall | Heavy Crossbow | +3 | Corrosive Shock Flaming Frost |
This weapon is a +3 flaming frost shock corrosive heavy crossbow. |
Ankle Breaker | Heavy Crossbow | +1 | Slowdown | This +1 crossbow has a chance to slow the enemy on hit. |
Myth Slayer | Heavy Crossbow | +5 | This +5 heavy crossbow deals 2d10 damage on hit. If its target has one of the following qualities: Huge or Gargantuan size; 20 or more HD, it inflicts a single -2 penalty to wielder's attack rolls, but adds 1d10 to damage for each of the qualities the target has. | |
The End | Heavy Flail | +5 | Anarchic Vicious Unstoppable |
This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. |
Overthrow | Heavy Flail | +5 | Speed | If the wielder of this +5 speed flail has the Trip feat, each round the first successful hit it lands also attempts to trip the target. |
Eradicator | Heavy Mace | +4 | Unholy | This +4 unholy mace grants its wielder the ability to cast slay living spell once per day. |
Authority | Heavy Mace | +5 | Unholy | This unholy heavy mace +5 grants its wielder fire immunity and a +5 bonus on Persuasion skill checks. On a successfuls hit, the target must succeed on DC 21 Fortitude check or be set on fire for 1d4 rounds (2d6 fire damage) and become nauseated for 1 round. |
Alkaline Mace | Heavy Mace | +3 | Corrosive | This +2 corrosive heavy mace allows its wearer to throw an acid bomb three times per day. Acid bombs launched from this mace deals 3d6+5 acid damage on a direct hit. |
Sovereign | Heavy Mace | +5 | Whenever the wielder of this +5 heavy mace successfully hits a new target for the first time, it grants them a stacking +1 bonus to AC, attack rolls, and all saving throws until the end of the battle. | |
Mallet of Woe | Heavy Mace | +3 | This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell. | |
Executioner | Heavy Mace | +2 | Human Bane | This weapon is a +2 human bane morningstar. |
Righteous Punishment | Heavy Mace | +4 | This +4 heavy mace gains a +4 bonus to attack rolls agianst the targets affected by Smite Evil or Mark of Justice effects. | |
Skullcrusher | Heavy Mace | +2 | Heavy Blow | Whenever this +2 heavy mace lands a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If the saving throw is successful, the target is staggered for 1 round instead. |
Terror Bringer | Heavy Mace | +2 | This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day. | |
Kneesplitter | Heavy Pick | +2 | Giant Bane | This weapon is a +2 giant bane heavy pick. |
Demolisher | Heavy Pick | +1 | Construct Bane | This weapon is a +1 adamantine construct bane heavy pick. |
Eye of the Tornado | Heavy Repeating Crossbow | +3 | Shock | This +3 shock light repeating crossbow grants its wielder a +2 luck bonus to Initiative, and the ablilty to cast summon medium air elemental spell once per day. |
Monastic Kama | Kama | +3 | Eye Gouger | This +3 kama has a chance to blind the opponent on a successful hit and grants its wielder the ability to cast molten orb spell twice per day. |
Persector | Kama | +2 | Shock | This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day. |
Monastic Kama | Kama | +2 | This +2 kama grants its wielder a +2 dodge bonus to AC. | |
Talon of the Wise | Kama | +2 | Agile | This weapon is a +2 agile kama. |
Weasel's Bite | Kukri | +5 | Destructive | This +5 kukri has a x3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. |
Weasel's Claw | Kukri | +5 | Destructive | This +5 kukri has a x3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. |
Cold Blood | Kukri | +4 | Agile Freezing |
This weapon is a +4 freezing Kukri. |
Fiery Blood | Kukri | +4 | Incinerating | This weapon is a +4 incinerating Kukri |
Swift Injustice | Kukri | +4 | Sacrificial | This +4 Kukri deals additional 2 damage to helpless targets. |
Gift of Death | Kukri | +2 | Unholy Sacrificial |
This weapon is a +2 unholy kukri. |
Mother's Care | Kukri | +2 | Keen Frost |
This weapon is a +2 frost keen kukri. |
Mother's Warmth | Kukri | +2 | Keen Flaming |
This weapon is a +2 flaming keen kukri. |
Ovinrbaane, Enemy of All Enemies | Large Bastard Sword | +5 | Oversized Anarchic Speed |
The soul within the Ovinrbaane can manipulate reality around its wielder, allowing them to cast a mall assortment of spells from Abjuration and Transmutation schools. Each round in combat the wielder of Ovinrbaane risks falling under its influence and losing control over their actions. Each round the wielder must succeed on a Will saving throw (DC23) or begin attacking the closest target. Each round afterwards the wielder can make another saving throw to regain control. For every successful saving throw against this influence, the DC of subsequent saving throws is increased by 1 until the end of the combat. |
Graveyard of Giants | Large Bastard Sword | +4 | Oversized Furious Greater Frost |
This weapon is a +5 furious greater frost oversized bastard sword. It doesn't impose the regular size penalty on the wielder. |
Lawbringer | Light Crossbow | +5 | Axiomatic Remove Rage |
This +5 axiomatic light crossbow ends the barbarian's Rage on hit. |
Escapist's Crossbow | Light Crossbow | +3 | Speed Shock |
This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day. |
Planar Hunter | Light Crossbow | +3 | Chaotic Outsider Bane Evil Outsider Bane Good Outsider Bane Lawful Outsider Bane Neutral Outsider Bane Brilliant Energy |
+3 outsider bane brilliant energy light crossbow. |
Greater Sting | Light Crossbow | +2 | Destructive Heavy Blow Corrosive |
This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3. |
Torpor | Light Hammer | +1 | Destructive Torpor |
This +1 light hammer has a 19-20/x3 critical range. On a successful critical hit it has a chance to stun the enemy. |
Malice | Light Mace | +5 | Vicious | This +5 vicious mithral light mace has 19-20/ x2 critical range and deals bludgeoning, slashing and piercing damage. |
Highwayman's Argument | Light Mace | +4 | This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. It deals additional 2d6 damage against frightened targets and 1d6 damage against shaken targets (these effects do not stack with each other). | |
Violent Mischief | Light Mace | +4 | Whenever this +4 light mace deals sneak attack damage, it's increased by 1d6. | |
Elemental Punisher | Longbow | +5 | Speed | This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. It has 19-20 critical range. Whenever it lands a hit, it has a chance to blind target for 1d3 rounds (DC24). |
Nobleman's Amusement | Longbow | +1 | Elite Expertise | This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. |
Singing Edge | Longspear | +3 | Whenever the wielder of this +3 longspear becomes affected by bardic performance, its enhancement bonus increases to +3, and it grants its wielder a +2 dodge bonus to AC. | |
Dragonslayer | Longspear | +5 | Dragon Bane | This weapon is a +5 dragonbane longspear. |
Redeemer | Longsword | +5 | Holy Destructive Flaming |
This +5 holy flaming longsword has an improved critical multiplier. It grants its wielder the ability to cast transformation spell once per day. |
Light of Valor | Longsword | +5 | Holy Axiomatic |
This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. |
Unbound Blade | Longsword | +4 | Shock | This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. |
Perfection | Longsword | +5 | This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks. | |
Sword of Eternal Servitude | Longsword | +1 | Holy | This weapon is a +1 holy longsword. |
Rageclaw | Longsword | +2 | Furious | This weapon is a +2 adamantine furious longsword. |
Faterender | Orc Double Axe | +5 | This weapon is a +5/+5 double axe. Whenever its first blade lands a hit, it marks the target for an execution. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder's Strength modifier damage. | |
Silent Whisperer | Punching Dagger | +5 | Destructive Agile Greater Shock |
This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day. |
Prehistoric Tooth | Punching Dagger | +4 | Lethal Necrotic Burst |
This weapon is a +4 necrotic burst punching dagger. |
Trouble Solver | Punching Dagger | +2 | Speed Agile Slowdown Frost |
This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. |
The Call | Quarterstaff | +4 | This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day, and glitterdust spell at will. | |
Twin Serpents | Quarterstaff | +5 | This +5 quarterstaff deals force damage. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. It also grants its wielder the ability to cast empowered magic missile spell at will. | |
Ruin | Quarterstaff | +5 | Whenever this +5 quarterstaff lands a hit, it deals additional 2d6 force damage. If Ruin's wielder is chaotic, it grants them a +4 bons to spell penetration. If Ruin's wielder is lawful, it grants them a +6 bons on concentration checks. If Ruin's wielder is neutral, it grants them a +2 bons to spell penetration and a +3 bonus on concentration checks. |
|
Black Raven's Staff | Quarterstaff | +3 | This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day, and ray of enfeeblement spell at will. | |
The Undaunted | Quarterstaff | +4 | Aberration Bane Flaming |
This +4 flaming aberration bane quarterstaff grants its wielder a +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast remove paralysis spell once per day. |
Burned Oak | Quarterstaff | +2 | This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day, and burning hands spell at will. | |
Prowling Cheetah | Quarterstaff | +1 | Speed | This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day. |
Rigid Oak Staff | Quarterstaff | +2 | This +2 quarterstaff grants its wielder a +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast resist sonic spell twice per day. | |
Crimson Counselor | Quarterstaff | +2 | Fire Gemstone | This weapon is a +2 quarterstaff. |
Will of the Dsciple | Quarterstaff | +1 | Axiomatic Heavy Blow |
This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy. |
Black Salt | Rapier | +5 | This +5 vicious rapier deals 2 damage to a random ability on hit. It can't reduce any ability score below 7. | |
Satisfaction | Rapier | +5 | Anarchic | Each time an enemy lands a hit on the wielder of this +5 anarchic mithral rapier, it gains a stacking +2 bonus to damage rolls until the end of the battle. |
Revelry | Rapier | +5 | Holy Anarchic |
This +5 holy anarchic rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effect. |
Putrid Blade | Rapier | +3 | Agile Corrosive |
This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day. |
Deadly Grace | Rapier | +1 | Agile Keen Unfair Advantage |
When this +1 keen agile rapier lands a hit, its target must succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals 2d4 damage every round for 3 rounds. |
Vein Finder | Rapier | +3 | Agile | Whenever this +3 agile rapier lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. It also grants its wielder the ability to cast cure moderate wounds spell once per day. |
Tears of Blood | Sai | +5 | Agile Keen |
This +5 keen agile sai has a chance to stun the opponent on a successful hit and grants its wielder the ability to cast sirocco spell once per day. |
Steelwind | Sai | +3 | Greater Speed | This +3 improved speed sai grants its wielder 2 additional attacks per rounds. |
Heart Piercer | Sai | +3 | Agile | This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. |
Blade of the Merciful | Scimitar | +5 | Holy | Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. |
Thundercrack | Scimitar | +5 | Runic Mageblade Agile Shock |
This weapon is a +5 agile shock scimitar. |
Divine Intervention | Scimitar | +4 | Holy Flaming |
This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day. |
Thundering Claw of the Bear God | Scimitar | +4 | Wrath of the Bear God Shock Thundering |
Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. Any creature struck by a critical hit from this scimitar or its wielder's natural attack becomes the target of lightning, as per lightning storm spell (5d6 damage, 24 DC Reflex half). All natural attacks from both the wielder of this scimitar and the wielder's animal companion have concussive and shocking modifier applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10. |
Faithful Companion | Scimitar | +4 | This s+4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. | |
Jolt | Scimitar | +3 | Runic Mageblade Shock |
This weapon is a +3 shock scismitar. |
Slicer | Scimitar | +2 | Runic Mageblade | This weapon is a +2 scimitar. |
The Way Out | Scythe | +5 | Undead Bane Keen |
This +5 undead bane keen scythe allows its wielder to cast death ward spell at will. |
Glttonous Scythe | Scythe | +5 | This +5 scythe cures its wielder 1d4 HP each time sit successfully hits a living creature. | |
Hand of Damnation | Scythe | +2 | Death Reservoir Keen |
This weapon is a +1 keen scythe. |
Eternal Conduit | Scythe | +2 | Arcane inscriptions | This weapon is a +2 scythe. |
Bow of the True World | Shortbow | +5 | Fey Bane | This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. |
Whimsy | Shortbow | +3 | Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target. | |
Boneshard | Shortspear | +4 | This +4 shortspear deals negative energy damage. | |
Allslayer | Shortsword | +5 | Keen Unstoppable |
This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. It also grants its wielder the ability to cast invisibility spell at will. |
Nature's Will | Shortsword | +2 | Vermin Bane | This +2 vermin bane shortsword grants its wielder the ability to cast summon nature's ally ll spell once per day. |
Oath of the Sky | Sickle | +5 | This +5 sickle deals electricity damage instead of physical damage. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. | |
Oath of the Land | Sickle | +5 | This +5 sickle grants its wielder a shambling mound's ability to grab their foes. | |
Chilly Midnight | Sickle | +3 | Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. | |
Avalanche | Sling Staff | +3 | Strength Frost |
This +3 frost halfling sling staff grants its wielder a+2 morale bonus to damage, and an ability to cast stone call spell once per day. |
Carefree Hunter | Sling Staff | +2 | Strength | This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. |
Vengeance of the Mark | Sling Staff | +2 | Strength Giant Bane |
This weapon is a +2 giant bane sling staff. |
Utopia | Spear | +5 | Holy Undead Bane |
This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ablilty to cast good hope spell three times per day. |
Venom | Spear | +5 | Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving throw (DC27), or become poisoned with a poison that deals 1d3 damage to Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12 damage per round. | |
Dark Forest | Spear | +4 | Necrotic | This +4 necrotic spear summons a friendly will-o'-wisp when it ends a life. |
Dystopia | Spear | +2 | Necrotic | This +2 necrotic spear grants its wielder a +5 morale bonus to all Athletics checks, and the ability to cast inflict critical wounds spell three times per day. |
Longshank Bane | Spear | +1 | Longshank Bane | This weapon is a +1 longshank bane spear. |
Sunbeam | Spear | +2 | Flaming | This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day. |
Spiked Defender | Spear | +1 | This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. | |
Black Star | Starknife | +5 | Unholy | Whenever this +5 unholy starknife lands a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. |
Tangled Claws | Starknife | +4 | Fey Bane | Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. |
Neverending Journey | Starknife | +5 | Holy | Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC21) on it. |
Thwarter | Tongi | +5 | Blessed Weapon Sacrificial Heavy Blow |
This +5 sacrificial tongi has a chance to stun creatures of evil alignment on critical hits and grants its wielder the ablilty to cast chain lightning spell once per day. |
Destroyer of the Corrupted | Tongi | +5 | This weapon is a mithral tongi +5 | |
Nature's Wrath | Trident | +5 | This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, ousiders and undead. On a successful hit, it makes the target vulnerable to electricity for 1 minute. | |
Bound Thunder | Trident | +1 | Shock | This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. |
Twin Crystals | Two-bladed Sword | +5 | Agile Keen |
This +5 agile keen two-bladed sword deals force damage instead of physical damage. |
Fireborn Warhammer | Warhammer | +4 | Greater Flaming | This +4 flaming warhammer holds three small fire elementals that can be summoned once per day. |
Preacher's Warhammer | Warhammer | +4 | Holy | This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day. |
Solid Strategy | Warhammer | +5 | Holy | This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. |
Chaos Hammer | Warhammer | +4 | Anarchic | Whenever this +4 anarchic warhammer lands a critical hit, it applies the effect of Touch of chaos ability to the target. Touch of chaos: You imbue the target with chaos. For the next round, anytime they rolls a d20, they must roll twice and take the less favorable result. |
Noble Warhammer | Warhammer | +3 | This weapon is a +3 warhammer. | |
Warhammer of Hatred | Warhammer | +1 | Giant Bane | This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. |
- Anonymous
Load more
16 Oct 2018 00:17
There is no information on weapons here. I would love to see a table with damage, crit, weight, etc...
6
+10
-1