Pathfinder Society
menutop

Discuss the Pathfinder Roleplaying Game on our messageboards.

Purchase the Pathfinder Core Rulebook or Bestiary.

Need to report a problem? Please let us know by posting in this thread.

Weapons

The following armor and shield properties add to those presented in the Pathfinder RPG Core Rulebook.

Magic Weapon Special Ability Descriptions

Table: Melee Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1201–0401–03Allying +1 bonus
13–2405–1204–08Conductive +1 bonus
25–3613–2209–20Corrosive +1 bonus
37–4823–3221–29Cunning +1 bonus
49–5833–4030–38Furious +1 bonus
59–7041–4939–47Grayflame +1 bonus
71–7750–5848–56Huntsman +1 bonus
78–8459–6757–65Jurist +1 bonus
85–9968–7466–74Menacing +1 bonus
75–8275–81Corrosive burst +2 bonus
83–8982–85Dueling +14,000 gp
90–9586–90Transformative +10,000 gp
10096–10091–100Roll again twice2
1Add to the enhancement bonus on Table: Weapons to determine total market price.
2Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivilents can't total more than +10.
Table: Ranged Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1501–1401–13Allying +1 bonus
16–3015–2814–26Conductive +1 bonus
31–4829–4827–42Corrosive2 +1 bonus
49–6049–5843–56Cunning +1 bonus
61–7259–6957–65Huntsman +1 bonus
73–9470–9166–87Jurist +1 bonus
95–9992–9588–90Corrosive burst +1 bonus
10096–10091–100Roll again twice3
1Add to the enhancement bonus on Table: Weapons to determine total market price.
2Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.
3Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivilents can't total more than +10.

A weapon with a special ability must have at least a +1 enhancement bonus.

Allying: An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).

Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic weapon; Price +1 bonus.

Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Moderate necromancy; CL 8th; Craft Magic Arms and Armor, spectral hand; Price +1 bonus.

Corrosive: Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, acid arrow; Price +1 bonus.

Corrosive Burst: A corrosive burst weapon functions as a corrosive weapon that explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points.

Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.

Moderate evocation; CL 12th; Craft Magic Arms and Armor, acid arrow; Price +2 bonus.

Cunning: This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in the Knowledge skill related to the target's creature type (such as Knowledge [planes] for an outsider opponent).

Moderate divination; CL 6th; Craft Magic Arms and Armor, true strike; Price +1 bonus.

Dueling: This ability can only be placed on a melee weapon. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, cat's grace; Price +14,000 gp.

Furious: This ability can only be placed on a melee weapon. 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. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in hand, even when not raging; this bonus is equal to the enhancement bonus of the weapon (including the +2 when the wielder is raging).

Moderate enchantment (compulsion); CL 8th; Craft Magic Arms and Armor, rage; Price +1 bonus.

Grayflame: This weapon responds to channeled positive or negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.

Moderate transmutation; CL 6th; Craft Magic Arms and Armor, Channel Smite, align weapon; Price +1 bonus.

Huntsman: A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.

Moderate divination; CL 7th; Craft Magic Arms and Armor, detect animals or plants; Price +1 bonus.

Jurist: When an inquisitor wielder uses her judgment class ability, this weapon grants her an enhancement bonus on her Perception checks and CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds.

Moderate transmutation; CL 4th; Craft Magic Arms and Armor, owl's wisdom; Price +1 bonus.

Menacing: This ability can only be placed on a melee weapon. This weapon property helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, phantasmal killer; Price +1 bonus.

Transformative: This ability can only be placed on a melee weapon. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon properties, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen property when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, major creation; Price +10,000 gp.

Specific Weapons

Table: Specific Weapons
MinorMediumMajorSpecific WeaponMarket Price
01–35Dustburst bullet 196 gp
36–70Tangle bolt 226 gp
71–8001–7Searing arrow 1,516 gp
81–9008–14Sizzling arrow 1,516 gp
91–10015–26Lance of jousting 4,310 gp
27–41Boulderhead mace 6,812 gp
42–53Beaststrike club 7,300 gp
54–6001–04Trident of stability 9,815 gp
61–7005–20Blade of binding 12,350 gp
71–7921–37Shieldsplitter lance 18,310 gp
80–8738–62Ricochet hammer 20,301 gp
88–9563–82Sparkwake starknife 21,324 gp
96–10083–88Undercutting axe 23,310 gp
89–94Spirit blade 48,502 gp
95–100Guarding blade 65,310 gp

Beaststrike Club

Aura moderate transmutation; CL 6th

Slot none; Price 7,300 gp; Weight 3 lbs.

Description

This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell. If the wielder has the wild shape ability, she can expend one use of wild shape to increase the weapon's damage by one step for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape.

Construction

Requirements Craft Magic Arms and Armor, shillelagh; Cost 3,800 gp

Blade of Binding

Aura faint conjuration; CL 3rd

Slot none; Price 12,350 gp; Weight 8 lbs.

Description

This +1 greatsword is decorated with a chain motif. On a successful hit with the sword against a creature of the wielder's size or smaller creature, the wielder can attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. If the wielder succeeds at the grapple, the sword blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle).

The wielder can also let go of the chain's handle while grappling or pinning the target; if so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain's handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition.

Construction

Requirements Craft Magic Arms and Armor, animate rope; Cost 6,350 gp

Boulderhead Mace

Aura moderate transmutation; CL 9th

Slot none; Price 6,812 gp; Weight 8 lbs.

Description

The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.

Construction

Requirements Craft Magic Arms and Armor, wall of stone; Cost 3,652 gp

Dustburst Bullet

Aura faint conjuration; CL 5th

Slot none; Price 196 gp; Weight 1/2 lb.

Description

This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a DC 13 Fortitude save or be sickened and blinded for 1 round.

Construction

Requirements Craft Magic Arms and Armor, stinking cloud; Cost 98 gp

Guarding Blade

Aura moderate transmutation; CL 15th

Slot none; Price 65,310 gp; Weight 2 lbs.

Description

This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To trigger the sword's activation, the wielder must fall unconscious or die while wielding the weapon or holding it in hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with melee attacks, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder it tends to select a random target each round.

Construction

Requirements Craft Magic Arms and Armor, animate objects, mage's faithful hound; Cost 32,810 gp

Lance of Jousting

Aura faint evocation; CL 5th

Slot none; Price 4,310 gp; Weight 10 lbs.

Description

This ornately designed +1 lance streams with ribbons and small favors, allowing a wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although used in combat to remove a mounted foe's advantage, use of a lance of jousting in a tournament or similar contest is generally considered a dishonorable form of cheating.

Construction

Requirements Craft Magic Arms and Armor, bull's strength; Cost 2,105 gp

Ricochet Hammer

Aura moderate transmutation; CL 7th

Slot none; Price 20,301 gp; Weight 2 lbs.

Description

This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to a attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting and has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.

Construction

Requirements Craft Magic Arms and Armor, telekinesis; Cost 10,301 gp

Shieldsplitter Lance

Aura moderate evocation; CL 10th

Slot none; Price 18,310; Weight 10 lbs.

Description

This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness.

Construction

Requirements Craft Magic Arms and Armor, keen edge, shatter; Cost 9,310 gp

Searing Arrow

Aura moderate evocation; CL 9th

Slot none; Price 1,516 gp; Weight

Description

This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.

Construction

Requirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Cost 758 gp

Sizzling Arrow

Aura moderate evocation; CL 9th

Slot none; Price 1,516 gp; Weight

Description

This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 acid damage on the attacker's turn for the next 3 rounds. Removing the arrow is a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it dissolves up once the 3 rounds pass.

Construction

Requirements Craft Magic Arms and Armor, acid arrow; Cost 758 gp

Sparkwake Starknife

Aura moderate evocation; CL 8th

Slot none; Price 21,324 gp; Weight 3 lbs.

Description

A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day its wielder may throw it so it transforms into an 8d6 lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt's path.

Construction

Requirements Craft Magic Arms and Armor, lightning bolt; Cost 10,824 gp

Spirit Blade

Aura moderate abjuration; CL 10th

Slot none; Price 48,502 gp; Weight 1 lbs.

Description

This almost transparently thin weapon is often decorated with strange faces and swirling mist. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.

Construction

Requirements Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level; Cost 24,402 gp

Tangle Bolt

Aura strong conjuration; CL 12th

Slot none; Price 226 gp; Weight

Description

Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt damage, the target is entangled as if it had been hit by a tanglefoot bag.

Construction

Requirements Craft Magic Arms and Armor, true seeing and web or creator must have 5 ranks in Craft (alchemy); Cost 113 gp

Trident of Stability

Aura faint transmutation; CL 3rd

Slot none; Price 9,815 gp; Weight 4 lbs.

Description

The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of handle. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.

Construction

Requirements Craft Magic Arms and Armor, levitate; Cost 5,065 gp

Undercutting Axe

Aura moderate necromancy; CL 9th

Slot none; Price 23,310 gp; Weight 6 lbs.

Description

This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 for half).

Construction

Requirements Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I; Cost 11,810 gp