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.

 

Weapons Information

Melee Weapons

Name Proficiency Group Critical Hit Reach Damage 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 Wielding 1 4
Punching Dagger Simple 20(x3) 2 ft Melee 1d4 (Piercing) ? 1 ?
Light Mace Simple 20(x2) 2 ft Melee 1d4 (Bludgeoning) ? 4 ?
Sickle Simple 20(x2) 2 ft Melee 1d6 (Slashing) ? 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) ? 2 ?
Sai Exotic 20(x2) 2 ft Melee 1d4 (Bludgeoning) ? 1 ?
Estoc Exotic 18-20(x2) 2 ft Melee 2d4 (Piercing) ? 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) ? 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) ? 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)  ?  2  ?
Handaxe Martial 20(x3)  2 ft Melee 1d6 (Slashing)  ?  3  ?
Kukri Martial 18-20(x2)  2 ft Melee 1d4 (Slashing)  ?  2  ?
Light Pick Martial 20(x4)  2 ft Melee 1d4 (Piercing)  ?  3  ?
Shortsword Martial 19-20(x2)  2 ft Melee 1d6 (Slashing)  ?  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)  ?  2  ?
Scimitar Martial 18-20(x2)  2 ft Melee 1d6 (Slashing)  ? 4  ?
Starknife Martial 20(x3)  2 ft Melee 1d4 (Piercing)  ?  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  ?
Composite Shortbow Martial 20(x3) 40 ft Ranged 1-6 (Piercing)
1d8
Composite 2 200

 

Ranged Weapons

Name Proficiency Group Critical Hit Reach Damage 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 Location
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.

 




Load more
⇈ ⇈