Golden Flame

How to attack with a weapon, how much it hurts, and every weapon a character can start with. Every trait and group in the tables links to its rule below.

Attack Rolls

To attack with a weapon, you make a Strike , which is an attack roll against the target's Deflection.

d20 + your proficiency with the weapon + an attribute

A melee Strike uses Strength, and a ranged Strike uses Dexterity. A melee weapon with the finesse trait lets you use Dexterity instead. Your proficiency depends on the weapon's category, as your class describes, and it follows the ranks in Game Basics.

Each attack after the first on your turn is harder. Your second attack roll takes a −5 penalty, and every attack after that takes −10. A weapon with the agile trait lowers these to −4 and −8. This is the multiple attack penalty, and it resets at the start of your turn.

Damage

When you hit, you roll the weapon's damage dice. The number of dice comes from your proficiency with the weapon, and the size of each die comes from the weapon.

Table 8-8: Weapon Damage Dice
Your proficiency with the weaponDamage dice
Untrained1
T Trained1
E Expert2
M Master3
P Paragon4
L Legendary5
A Ascendant5

To the dice you add the attribute you attacked with. A melee Strike adds all of it. A ranged Strike adds half, rounded down, unless the weapon is thrown, which adds all of it. A longsword in the hands of an Expert with Strength +4 deals 2d8 + 4.

Critical hits deal double damage. Roll the damage and double the total. Some traits add more on a critical hit, such as deadly and fatal.

Weapon Categories

Weapons are sorted by how much training they demand. Unarmed attacks are the body itself. Simple weapons are easy to learn, martial weapons reward training, and advanced weapons are specialized tools that few learn. Your class says which categories you are trained in.

Ranged Weapons

A ranged weapon lists a range increment. You can attack a target within that distance normally. Beyond it, you take a −2 penalty for each additional increment, up to six increments away.

Reload is how many Interact actions it takes to load the weapon after firing it. A reload of 0 means you can draw and fire in the same action. Ammunition is bought in groups: 10 arrows or 10 bolts cost 1 sp, 10 sling bullets cost 1 cp, and 10 blowgun darts cost 5 cp. Each group of 10 has a Bulk of L.

Improvised Weapons

A chair, a bottle or a torch can be swung as a weapon. You are untrained with it and take a −2 penalty to the attack roll. The GM decides its damage die, usually a d4, d6 or d8, and its damage type.

Weapon Statistics

Price and Bulk work as for other items, as described in Equipment. Damage lists the size of the weapon's die and its type: B is bludgeoning, P piercing, S slashing. Hands is how many hands you need to wield it; 1+ means you hold it in one hand but need the other to fire. Group sorts weapons by how they are used, and the groups are listed below. Traits change how the weapon works, and they are listed below too.

Table 8-9: Unarmed Attacks
WeaponPriceDamageBulkHandsGroupTraits
Fist—d4 B—1Brawlingagile, finesse, nonlethal, unarmed
Table 8-10: Simple Melee Weapons
WeaponPriceDamageBulkHandsGroupTraits
Clan dagger2 gpd4 PL1Knifeagile, dwarf, parry, versatile B
Club—d6 B11Clubthrown 10 ft.
Dagger2 spd4 PL1Knifeagile, finesse, thrown 10 ft., versatile S
Gauntlet2 spd4 BL1Brawlingagile, free-hand
Katar3 spd4 PL1Knifeagile, deadly d6, monk
Light mace4 spd4 BL1Clubagile, finesse, shove
Longspear5 spd8 P22Spearreach
Mace1 gpd6 B11Clubshove
Morningstar1 gpd6 B11Clubversatile P
Sickle2 spd4 SL1Knifeagile, finesse, trip
Spear1 spd6 P11Spearmonk, thrown 20 ft.
Spiked gauntlet3 spd4 PL1Brawlingagile, free-hand
Staff—d4 B11Clubmonk, two-hand d8
Table 8-11: Martial Melee Weapons
WeaponPriceDamageBulkHandsGroupTraits
Bastard sword4 gpd8 S11Swordtwo-hand d12
Battle axe1 gpd8 S11Axesweep
Bo staff2 spd8 B22Clubmonk, parry, reach, trip
Dogslicer1 spd6 SL1Swordagile, backstabber, finesse, goblin
Elven curve blade4 gpd8 S22Swordelf, finesse, forceful
Falchion3 gpd10 S22Swordforceful, sweep
Filcher’s fork1 gpd4 PL1Spearagile, backstabber, deadly d6, finesse, halfling, thrown 20 ft.
Flail8 spd6 B11Flaildisarm, sweep, trip
Glaive1 gpd8 S22Polearmdeadly d8, forceful, reach
Gnome hooked hammer2 gpd6 B11Hammergnome, trip, two-hand d10, versatile P
Greataxe2 gpd12 S22Axesweep
Greatclub1 gpd10 B22Clubbackswing, shove
Greatpick1 gpd10 P22Pickfatal d12
Greatsword2 gpd12 S22Swordversatile P
Guisarme2 gpd10 S22Polearmreach, trip
Halberd2 gpd10 P22Polearmreach, versatile S
Hatchet4 spd6 SL1Axeagile, sweep, thrown 10 ft.
Horsechopper9 spd8 S22Polearmgoblin, reach, trip, versatile P
Kama1 gpd6 SL1Knifeagile, monk, trip
Katana2 gpd6 S11Sworddeadly d8, two-hand d10, versatile P
Khakkara2 gpd6 B11Clubmonk, shove, two-hand d10, versatile P
Kukri6 spd6 SL1Knifeagile, finesse, trip
Lance1 gpd8 P22Speardeadly d8, jousting d6, reach
Light hammer3 spd6 BL1Hammeragile, thrown 20 ft.
Light pick4 spd4 PL1Pickagile, fatal d8
Longsword1 gpd8 S11Swordversatile P
Main-gauche5 spd4 PL1Knifeagile, disarm, finesse, parry, versatile S
Maul3 gpd12 B22Hammershove
Nunchaku2 spd6 BL1Clubbackswing, disarm, finesse, monk
Orc knuckle dagger7 spd6 PL1Knifeagile, disarm, orc
Pick7 spd6 P11Pickfatal d10
Ranseur2 gpd10 P22Polearmdisarm, reach
Rapier2 gpd6 P11Sworddeadly d8, disarm, finesse
Sai6 spd4 PL1Knifeagile, disarm, finesse, monk, versatile B
Sap1 spd6 BL1Clubagile, nonlethal
Scimitar1 gpd6 S11Swordforceful, sweep
Scythe2 gpd10 S22Polearmdeadly d10, trip
Shield bash—d4 B—1Shield—
Shield boss5 spd6 B—1Shieldattached to shield
Shield spikes5 spd6 P—1Shieldattached to shield
Shortsword9 spd6 PL1Swordagile, finesse, versatile S
Spiked chain3 gpd8 S12Flaildisarm, finesse, trip
Starknife2 gpd4 PL1Knifeagile, deadly d6, finesse, thrown 20 ft., versatile S
Sword cane5 gpd6 P11Swordagile, concealable, finesse
Temple sword2 gpd8 S11Swordmonk, trip
Trident1 gpd8 P11Spearthrown 20 ft.
Wakizashi1 gpd4 SL1Swordagile, deadly d8, finesse, versatile P
War flail2 gpd10 B22Flaildisarm, sweep, trip
Warhammer1 gpd8 B11Hammershove
Whip1 spd4 S11Flaildisarm, finesse, nonlethal, reach, trip
Table 8-12: Advanced Melee Weapons
WeaponPriceDamageBulkHandsGroupTraits
Dwarven waraxe3 gpd8 S21Axedwarf, sweep, two-hand d12
Gnome flickmace3 gpd6 B11Flailgnome, reach, sweep
Orc necksplitter2 gpd8 S11Axeforceful, orc, sweep
Sawtooth saber5 gpd6 SL1Swordagile, finesse, twin
Table 8-13: Simple Ranged Weapons
WeaponPriceDamageRangeReloadBulkHandsGroupTraits
Blowgun1 sp1 P20 ft.1L1Dartagile, nonlethal
Crossbow3 gpd8 P120 ft.112Crossbow—
Dart1 cpd4 P20 ft.—L1Dartagile, thrown
Hand crossbow3 gpd6 P60 ft.1L1Crossbow—
Heavy crossbow4 gpd10 P120 ft.222Crossbow—
Javelin1 spd6 P30 ft.—L1Dartthrown
Sling—d6 B50 ft.1L1Sling—
Table 8-14: Martial Ranged Weapons
WeaponPriceDamageRangeReloadBulkHandsGroupTraits
Arbalest12 gpd10 P110 ft.122Crossbowbackstabber
Bola5 spd6 B20 ft.—L1Slingnonlethal, ranged trip, thrown
Halfling sling staff5 gpd10 B80 ft.112Slinghalfling
Longbow6 gpd8 P100 ft.021+Bowdeadly d10, volley 30 ft.
Shortbow3 gpd6 P60 ft.011+Bowdeadly d10
Shuriken1 cpd4 P20 ft.0—1Dartagile, monk, thrown

Alchemical bombs are thrown like ranged weapons, and they are listed with the other alchemical items in Consumables.

Weapon Traits

Agile

Your multiple attack penalty with this weapon is −4 on the second attack and −8 on later ones, instead of −5 and −10.

Attached

The weapon is fixed to another item, named in the trait, and you can only attack with it while you wield or wear that item. Attaching or removing it takes 10 minutes.

Backstabber

When you hit an off-guard creature, the weapon deals 1 extra precision damage.

Backswing

When you miss with this weapon on your turn, your next attack with it before the end of that turn gains a +1 circumstance bonus.

Concealable

The weapon is easy to hide. You gain a +2 circumstance bonus to Stealth checks to conceal it.

Deadly

On a critical hit, after doubling the damage, add extra dice of the size listed in the trait: one die fewer than the weapon's damage dice, and never fewer than one. A Trained rapier adds 1d8 on a critical hit; a Legendary one adds 4d8.

Disarm

You can Disarm with this weapon instead of a free hand, using the weapon's reach. If you critically fail, you can drop the weapon instead of suffering the normal effect.

Fatal

On a critical hit, every damage die of the weapon becomes the size listed in the trait, and you add one more die of that size.

Finesse

You can use Dexterity instead of Strength for attack rolls with this melee weapon. Damage uses the same attribute you attacked with.

Forceful

The weapon gains momentum. Your second attack with it on a turn gains a circumstance bonus to damage equal to its number of damage dice, and every attack after that gains twice as much.

Free-Hand

The weapon is built into what you wear and doesn't occupy your hand, which stays free for other things. You can't attack with it while that hand holds something else, and it can't be disarmed.

Jousting

While you are mounted, if you moved at least 10 feet on the action before your attack, you gain a circumstance bonus to damage equal to the weapon's number of damage dice. The trait also lists a die: while mounted, you can wield the weapon in one hand and its damage dice become that size.

Monk

The weapon is used mostly by monks, and monk abilities that work with monk weapons work with it.

Nonlethal

Attacks with this weapon knock creatures out instead of killing them. You can make a lethal attack with it at a −2 circumstance penalty.

Parry

You can spend an action to hold the weapon defensively, gaining a +1 circumstance bonus to your Deflection until the start of your next turn. You must be trained with the weapon.

Ranged Trip

You can Trip with this weapon at a target within its first range increment, with a −2 circumstance penalty to the check.

Reach

You can attack with this weapon at enemies up to 10 feet away instead of only adjacent ones.

Shove

You can Shove with this weapon instead of a free hand, using the weapon's reach. If you critically fail, you can drop the weapon instead of suffering the normal effect.

Sweep

When you attack with this weapon, you gain a +1 circumstance bonus to the attack roll if you already attacked a different target this turn with it.

Thrown

You can throw this weapon as a ranged attack, using the range listed in the trait. A thrown weapon adds your full attribute to damage, as a melee weapon does.

Trip

You can Trip with this weapon instead of a free hand, using the weapon's reach. If you critically fail, you can drop the weapon instead of suffering the normal effect.

Twin

These weapons are made in pairs. When you attack with one after attacking with a different weapon of the same kind on the same turn, you gain a circumstance bonus to damage equal to its number of damage dice.

Two-Hand

You can wield the weapon in two hands, and while you do, its damage dice become the size listed in the trait.

Unarmed

The attack uses your body instead of a weapon. It doesn't take up a hand and can't be disarmed, though it still has a group and can have traits.

Versatile

You can deal the damage type listed in the trait instead of the weapon's normal type. You choose each time you attack.

Volley

The weapon is clumsy at close range. Your attacks against targets closer than the distance in the trait take a −2 penalty.

Ancestry Weapons

A trait that names a people, such as dwarf, elf, gnome, goblin, halfling or orc, marks a weapon that people made and uses. It does nothing by itself, but ancestry feats often point to weapons with the trait of your ancestry.

Weapon Groups

Every weapon belongs to a group. Once your proficiency with a weapon reaches Expert, you gain its group's critical specialization effect: an extra effect when you critically hit with it, as described in What Each Rank Unlocks. You can always choose not to apply it. When an effect calls for a defense check, it is made against your class threshold.

Axe

Choose a second creature adjacent to your target and within your reach. If its Deflection is lower than the result of your attack roll, it takes damage equal to your weapon's number of damage dice.

Bow

If the target is next to a surface, your arrow pins it there. It is immobilized until it spends an Interact action to pull free, which requires a successful Athletics check against your class threshold.

Brawling

The target must succeed at a Resilience defense check or be slowed 1 until the end of your next turn.

Club

You knock the target up to 10 feet away from you. This is forced movement.

Crossbow

The target takes 1d8 persistent bleed damage.

Dart

The target takes 1d6 persistent bleed damage.

Flail

The target must succeed at an Evasion defense check or be knocked prone.

Hammer

The target must succeed at a Resilience defense check or be knocked prone.

Knife

The target takes 1d6 persistent bleed damage.

Pick

The target takes 2 extra damage for each of the weapon's damage dice.

Polearm

You move the target 5 feet in a direction of your choice. This is forced movement.

Shield

You push the target 5 feet away from you. This is forced movement.

Sling

The target must succeed at a Resilience defense check or be stunned 1.

Spear

The target is clumsy 1 until the start of your next turn.

Sword

The target is off-guard until the start of your next turn.