Martial Weapons in Pathfinder: Wrath of the Righteous. Weapons are divided between three different proficiencies: Simple Weapons, Martial Weapons and Exotic Weapons. In order to wield a weapon, the character will need to meet its proficiency.

How to unlock Martial Weapons

To be able to equip and use Martial Weapons, you'll need to acquire the Martial Weapon Proficiency Feat.

You can use certain Martial Weapons without having the Martial Weapon Proficiency Feat by unlocking the Weapon Proficiency Feat and selecting the required Weapon Type.

Martial Weapons in Pathfinder: Wrath of the Righteous

 

Pathfinder: Wrath of the Righteous features 56 different types of Weapons. Weapons come in all types and shapes and their main differences are Reach, Damage, Critical Hit Damage and Proficiency.

While some Magical or Unique Weapons may have unique bonuses, their basic stats are tied to their Weapon Type.

All Martial Weapons Table
Martial Weapon Types

Quick Search of All Martial Weapons in Pathfinder: Wrath of the Righteous

Name

Type

Critical

Weight

Range

Damage

Enhance

Bonus

Bane of Flesh

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Wielding this +2 bleed scythe allows you to feel almost any heartbeat in a 15 foot area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the Rpaid Shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead.

Grave Singer

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified, or entangled, they suffer the weapon's damage and immediately remove such effect. This weapon also has an 18-20 critical threat range.

Hope Crusher

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). This extra enhancement bonus goes away upon switching the target, if the opponent dies or when the battle ends.

Triumphant Noontide

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage.

Numerian Greatsword

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +2 This +3 greatsword is merged with Numerian technology. Once per day, the wielder can activate one of five enhancements for a number of rounds equal to half the wielder's level.
Fiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks.
Augmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to constitution score and fortification 25.
Force Shield: This shield is supported by some generator in this dungeon. It grants the wearer a +4 shield bonus to AC. Magic missiles and similar abilities can bypass it.
Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and a +4 bonus to AC against touch attacks.
Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. DC of saving throws against spells and abilities they use is increased by 2.

Scorpion's Kiss

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you seccessfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Executioner of Evil

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of the magical essence, dispelling one random spell up to 5th level on the the target.

Sanguineous Sundown

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass a Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.

Bane of Spirit

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage.

Annihilator

Scythe 19-20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +5 Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force damage to all enemies in a 15 feet cone area, including the target.

Speed Cold Iron Rapier +3

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (piercing) +3 Found in Blackwater

Rod of Razors

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 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)

Finger of the Heiress

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +3 This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Death's Consonant

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +4 This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.

Dead Bough

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. if the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Bug Crusher

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +1 Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage.

Decimation

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +1 Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1 damage to Constitution.

The Dissector

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +3 Whenever this +3 cold iron bardiche lands a hit on the enemy, if there is another enemy adjacent to the target, and the result of the attack roll is equal or higher than that other enemy's AC, that enemy suffers 1d6+3 damage.

Bloody Crescent

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. The chosen enemy suffers a -4 penalty to AC for 1 minute. After the ability is used, kill counter is reset to zero.

Bow Breaker

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and damage rolls against enemies with ranged weapons.

Ashwood Pole Bardiche

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +3 This +3 weapon was made for a commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Ashwood Pole Bardiche (Altered)

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +4 This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of strength.

Ashwood Pole Bardiche (Altered 2)

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +3 Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Flame's Hatred

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3.

Flames's Cleansing

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds.

Flame's Will

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 aximatic weapon lands a hit againt a new enemy, it marks it with Obedience. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds.

Finnean the Talking Weapon

Bardiche 19-20(x2) 14 lbs 6 ft Melee 1d10 Slashing +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Earth's Wrath

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 battleaxe grants its wielder the ability to cast inspiring recovery two time per day as a 11th level cleric.

Serrator

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) ?? This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Multiple bleeding effects stack. Bleed will continue until the target receives magic healing or leaves combat. A critical hit does not umtiply the bleed damage.

Unbending Valor

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +4 This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects.

Fracturing Battleaxe

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +2 Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage.

Ice Breaker

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +1 Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet area have to make a successful Reflex saving throw or suffer 3d6 cold damage.

The Bliz

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +3 Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. All enemies within a 10 feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4 rounds.

Touch of Flaw

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +3 Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex saving throw (DC 20)

Rusty Dawn

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +4 Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals x4 damage instead of the normal x3, and weakens the enemy, making it suffer a -3 penalty to strength and constitution scores for 2 rounds. Whenevr this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round.

Battleaxe of Rovagug

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +2 While wielding this +2 radiant weapon. whenever you confirm a critical hit you absorb part of magical essence, restoring randomly one spell from your spellbook up to 5th level spell slot.

Battleaxe of Rovagug (Altared)

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +2 While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy;s attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Battleaxe of Rovagug (Altared w)

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +2 This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is parelyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

Finnean the Talking Weapon

Battleaxe 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Comforter

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +3 Each time this +3 earth breaker lands a hit, it heals the wielder by 1d3 and grants 1d6 temporary hit points.

Harbinger

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +4 This +4 giant bane earth breaker gants the wielder a +3 insight bonus to AC against the undead's attacks.

Obliteration

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +5 Whenever this +5 vicious earth breaker lands a hit on an enemy, it applies a stacking -2AC penalty to the target. This penalty disappears once the battle ends.

Rumble

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +2 Whenever the wielder of this +2 adamantine earth breaker confirms a critical hit with it, all creatures in a 10 feet range, except for the wielder, have to pass a Reflex saving throw (DC 17) or become prone and unable to stand up for 1d3 rounds.

Smasher

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +2 Whenever this +2 necrotic heartbreaker confirms a critical hit on an enemy, the enemy must pass a fortitude saving throw (DC 16) or suffer 2 strength ability damage.

Burning Torment

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +3 This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Whenever this weapon lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds. This fire deals 1d6 unholy damage and 1 damage to Strength each round. Multiple applications of this effect don't stack.

Powerful Pummel

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +3 Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round.

Divine Dismissal

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +4 This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder's character level.

Terrifying Tremble

Earth Breaker 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +5 Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. Successful Reflex save (DC 30) halves the damage.

Beastrender

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +2 This weapon is a +2 animal bane falchion.

Fury's Legacy

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +2 This weapon is a +2 furious falchion.

Tormentor

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +5 Each time this +5 falchion lands a hit, it applies a stacking -1 penalty to all of the target's saving throws, and an additional stacking -2 penalty to saving throws against curse.

Jinx

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 cold iron falchion lands a hit on a creature that is under any hex effect, it deals additional weapon damage.

Holy Blare

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round.

Touch of Mercy

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +4 bleed falcchion confirms a critical hit on an already bleeding enemy whose hit points are below 80 - it instantly kills the enemy.

Rumbling Falchion

Falchion 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing) +5 This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. Whenever the wielder of this falchion succeeds at Sunder Armor maneuver, they get a +1 circumstance bonus to AC for 1 round. In addition, whenever the wielder attempts a Cleave action, they don't get the regular -2 penalty to AC.

Flail of False Hope

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +2 Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or neutral evil characters.

Demon's Terror

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +2 This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon.

Flail of Hunger

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +3 This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or the attack fails. This effect lasts 1d3 rounds.

Flail of Hunger (Weapon)

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +2 While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey.

Flail of Hunger (Altered)

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +3 Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round.

Mithral Flail +2

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +2 This +2 flail deals silver damage.

Tyrant

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +5 Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target's AC, all saving throws and CMD.

Flail of Lightburst

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +1 Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage.

Deathbed Servant

Flail 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +4 The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard.

Deterrence

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 This +3 unholy glaive grants tje woe;der a +5 competence bonus on Persuasion skill checks when wused to intimidate.

Incorruptible Petal

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +5 This +5 holy glaive deals an additional 2d6 sonic damage. It also grants its wielder the ability to cast heroic invocation oncer per day as a 17th level wizard.

Banshee's Heart

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. A successful saving throw halves the damage and negates being knocked prone.

Death Pact

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +5 This +5 unholy glaive deals additional 6d6 unholy damage on a succesful charge. If this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you for 1 minute.

Rapid Recovery

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel energy class abilities, if you possess them (applied after a rest). All healing spells you can restore +1 hit point per die rolled.

Champion's Glaive

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD.

Demonic Hunger

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 Whenever the wielder of this +3 adamantine glaive kills the target with it, it summons a demon till the end of the fight. Only one demon can be summoned per fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon cannot be wielded by lawful good characters. 

Marching Terror

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +1 Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receive 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round.

Finnean the Talking Weapon

Glaive 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Mayhem

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +1 This +1 anarchic greateaxe is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. This anarchic greateaxe cannot be equipped by anyone of lawful alignment.

Frost Touch

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +3 This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day as a 3rd level wizard.

Retribution

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +4 This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day as a 14th level cleric.

Extinguisher

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +2 This +2 greataxe works as a +6 weapon against Will-o'-Wisps.

Dragon's Essence

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +5 This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day as a 16th level wizard.

Capital Punishment

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +5 This weapon is a +5 axiomatic keen greataxe.

Heat of Battle

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +3 This weapon is a +3 flaming greataxe.

Second Execution

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +1 This weapon is a +1 undead bane greataxe.

Trollreaper

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +1 This +1 greataxe deals additional 1d6 acid damage.

Destroyer

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +5 This +5 anarchic unholy vicious greataxe has a x4 critical multiplier.

Lethel Squall

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +2 Each time this +2 thundering greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 20), or the next attack against this enemy deals an additional 5 slashing damage.

Blocker

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +1 Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 10) or become prone for 1 round.

Blinding Wrath

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +5 Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies.

Gore Feaster

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +5 Whenever this wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds.

Greataxe of Rovagug

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +2 While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, restoring randomly one spell from your spellbook up to 5th level spell slot.

Greataxe of Rovagug (Weapon)

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +2 While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Greataxe of Rovagug (Altered)

Greataxe 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing) +2 This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is paralyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

Fly Swatter

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +1 This +1 greatsword grants wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin.

Stonekeeper

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +2 This +2 corrosive greatsword grants its wielder the ability to cast spike stones spell twice per day as a 7th level druid.

Swift Blow

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +4 This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day as a 13th level wizard.

Endless War

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +5 This weapon is a +5 vicious greatsword.

Remnant

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +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.

Lustrous Blade

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +2 Whenever the wielder of this +2 mithral greatsword lands a hit with it, the enemy must pass a Fortitude saving throw (DC 15) or be blinded for one round.

Fang of Malice

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +3 Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn't suffer from its usual -2 penalty to AC.

Fatal Beacon

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +3 Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics skill checks and a -2 penalty to Reflex saving throws. Multiple applications of this effect do not stack.

Exterminator

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +3 This +3 living bane greatsword grants it wielder a +5 bonus on saving throws against Necromancy school spells but reduces their maximum HP by 20 while equipped.

Blood Red Cleaver

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +5 This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points.

Finnean the Talking Weapon

Greatsword 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Beacon

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 Each time this +2 frost hand axe lands a hit, the enemy has to pass a Reflex saving throw (DC 13) or get blinded for 1d3 rounds.

Stonecutter

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 adamantine construct bane handaxe grants its wielder DR 5/Bludgeoning.

Roaring Handaxe

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +1 This +1 handaxe deals an additional +1 sonic damage on a hit.

Crushing Cold

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +3 Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard.

Slaver's Fury

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-imparing effect, the enemy suffers a -2 penalty on all saves for 1 round.

Peacemaker

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds.

Handaxe of Rovagug

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, restoring reandomly one spell from your spellbook up to 5th level spell slot.

Handaxe of Rovagug (Weapon)

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy's attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage.

Handaxe of Rovagug (Altered)

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 weapon is extremely light and easy to wield, allowing anyone to wield it even without proficiency. When the wielder is paralyzed, cannot move, can not act or is prone, they suffer the weapon's damage and immediately get a chance to pass the saving throw one more time. It also has an 18-20 critical threat range against slowed enemies.

Finnean the Talking Weapon

Handaxe 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Vanguard

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +1 This +1 corrosive heavy flail grants the wielder immunity to diffcult terrain.

Overthrow

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +5 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.

The End

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +5 This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may posses.

Tyranny of Mind

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +2 This +2 heavy flail can be safely wielded only by non-good characters. Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13)

Heavy Flail of Weakness

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +1 Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the target suffers a -1 penalty on attack rolls for 1 round.

Merry-Go-Round

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +1 Whenever this +1 heavy flail misses an attack, the next attack its wielder makes, no matter if it hits or misses, deals additional 1d6 bludgeoning damage.

Pure Savagery

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate.

Eternal Winter

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +5 Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or become instantly shattered.

Heavy Flail of the Faultless Daybreak

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 Whenever you are flanking an enemy while wielding this +3 heavy flail you deal additional 1d6 sacred damage per 2 flanking allies.

Heavy Flail of the Faultless Daybreak (Altered)

Heavy Flail 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.

Kneesplitter

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +2 This is a +1 cold iron ghost touch weapon.

Demolisher

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +1 This weapon is a +1 adamantine construct bane heavy pick.

Bulky Pick

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +1 Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds.

Rabid Underdog

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +2 This +2 heavy pick allows its wielder to automatically confirm critical hits against Large and bigger creature.

Mad Sculptor

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2 or more enemies, his attacks with this weapon deal additional 1d6 precision damage.

Dreadful Onslaught

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +5 Whenever the wielder of this +5 unholy heavy pick charges at en enemy, the enemy suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or suffer a -2 penalty on all saving throws for 1d3 rounds.

Spiteful Mockery

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +5 This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure once per day as a 20th level wizard.

Ashwood Pole Heavy Pick

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +3 This +3 weapon was made for commander who didn't like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonues to AC, attack and damage for 1 round.

Ashwood Pole Heavy Pick (Weapon)

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +4 This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength.

Ashwood Pole Heavy Pick (Altered)

Heavy Pick 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1 d4 unholy damage for each scorch. 

Gift of Death

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +2 This weapon is a +2 unholy kukri.

Mother's Keen

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +2 This weapon is a +2 frost keen kukri.

Mother's Warmth

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +2 This weapon is a +2 flaming keen kukri.

Weasel's Bite

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +5 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 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +5 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 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +4 This weapon is a +4 freezing kukri.

Fiery Blood

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +4 This weapon is a +4 incinerating Kukri.

Swift Injustice

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +4 This +4 kukri deals additional 2 damage to helpless targets.

Blizzard Touch

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +3 Whenever this +3 shock frost kukri confirms a critical hit on an enemy, ther target must pass a Fortitude saving throw (DC 25) or become prone for 1d4 rounds.

Grace of Peace

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +1 This +1 cold iron kukri deals an additional +2 damage against undead creatures.

Abrupt End

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +4 The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls against enemies armed whith shields and a +2 bonus damage rolls against enemies armed with two-handed weapons.

Astringent Pacifier

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +5 Whenever the wielder of this +5 caustic sacrificial kukri lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become panicked for 3 rounds. It also grants a +15 competence bonus on Intimidation skill checks.

Finnean the Talking Weapon

Kukri 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Torpor

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +1 This +1 light hammer has a 19-20/x3 critical range. On a successful critical hit it has a chance to stun the enemy.

Menace Storm

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +2 This +2 thundering light hammer grants the wielder sonic resistance 10.

Momentum

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +2 Whenevr the wielder of this +2 light hammer confirms a critical hit with it, all the members of their party are affected with the equivalent of the haste spell effect for 1d3 rounds.

Light Hammer of Righteousness

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +1 This +1 light hammer deals an additional +1 holy damage on a hit.

Eviscerating Doom

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +3 Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength ability score damage to the target.

Glaring Thunder

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +4 Whenever the wielder of this +4 shocking burst light hammer confrims a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. On a successful saving throw the enemy becomes staggered for 1 round.

Hammer of Masterpiece

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +5 Whenever this +5 light hammer lands a hit against a target, it deals additional force damage depending on whether the target has an amulet and/or rings equipped. If the target has all three slots equipped it suffers additional 3d10 force damage, if the target has two out of three slots equipped it suffers additional 2d10 force damage, if the target has only one slot equipped it suffers additional 1 d20 force damage. The wielder of this light hammer can three times per day use the weapon's ability to support themself or allies. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. If the target has two out of three slots

Finnean the Talking Weapon

Light Hammer 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Lissom

Light Pick 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing) +4 This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill checks.

Unavoidable Drill

Light Pick 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing) +3 Whenever the wielder of this +3 keen light pick attacks any enemy with DR, the DR is decreased by 1 until the end of the combat.

Vibrant

Light Pick 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer damage equal to its AC.

Finnean the Talking Weapon

Light Pick 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Hunter's Blessing

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity.

Shady Longbow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +3 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 as a 5th level wizard.

Whirlwind

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +2 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 as a 7th level wizard.

Savage Bow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 This +1 composite longbow grants its wielder the ability to cast aspect of the falcon spell three times per day as a 1st level druid, for 1 minute each time. When the wielder assumes the aspect of the falcon, they gain a +3 competence bonus on attack rolls with ranged weapons, and the critical multiplier for their bows and crossbows becomes 19-20/x3. This effect does not stack, with any other effect that improves the critical range of a weapon.

Elemental Punisher

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 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 the target for 1d3 rounds (DC 24).

Devourer of Metal

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 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.

Legacy of Accursed Tree

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 This weapon is a +1 composite longbow.

Longbow of Erastil

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) -- This longbow deals additional 1d4 damage to animals and undead creatures.

Lucky Longbow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 This weapon is a +1 composite longbow.

Nobleman's Amusement

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats.

Longbow of Cold Moon

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +3 This +3 composite longbow deals 3d6 cold damage instead of its usual damage. On a critical hit the target must make a DC 18 fortitude saving throw or become paralyzed for 1 round. If the save is successful, the target is staggered for 1 round instead. This effect doesn't work against creatures who are immune to cold damage.

Watchman

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 This +5 holy composite longbow grants its wielder blindsense.

Mirror Bow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 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.

Gamekeeper of the First World

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 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 

Entrapping Longbow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +1 Whenever this +1 composite longbow confirms a critical hit, all enemies in a 10 feet area must pass a reflex saving throw (DC 13) or become entangled for 1 round.

Wicked Longbow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +2 Whenever this +2 composite longbow confirms a criticaol hit on an enemy, the target must pass Will saving throw (DC 20) or suffer a curse. This cursed creature suffers -1 penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. It can be removed with the remove curse spell.

Delamere's Cursed Bow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +3 This +3 composite longbow is cursed.

Delamere's Bow

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +2 Whenever this +2 holy composite longbow lands a hit, the enemy must pass a Fortitude saving throw (DC 22) or become entangled for 1 round.

Deadeye

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +4 Whenever the wielder of this +4 axiomatic composite longbow lands the first hit in around against an enemy more than 30 feet awat, the enemy suffers a -2 penalty to AC for 2 rounds.

Longbow of Leeching Strike

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds, involuntary movement included.

Killing Pace

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +5 This +5 speed composite longbow allows its wielder to add half his ranks in Mobility as a competence bonus to damage on a successful hit.

Radiant Composite Longbow +3

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +3 This is a +3 radiant composite longbow. Three times per day as a standard action, the wielder can use the Starbow to fire a 30 feet long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 22 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute.

Finnean the Talking Weapon

Longbow 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Redeemer

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 This +5 holy flaming longsword has an improved critical multiplier. It grants its wielder the ability to cast transformation spell once per day as a 11th level wizard.

Sword of Eternal Servitude

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +1 This weapon is a +1 holy longsword.

Rageclaw

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +2 This weapon is a +2 adamantine furious longsword.

Unbound Blade

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +4 This +4 shock longsword grants its wielder +4 bonus on saving throws against mind-affecting effects.

Perfection

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks.

Light of Valor

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will.

Black Dragon's Fang

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +3 Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional 2d6 corrosive dmage to all enemies in 30 feet area. After this ability has been activated, it can't be activated again for 1d4 rounds.

Radiance

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +2 This weapon is a +2 cold iron longsword.

Longsword of Detriment

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +1 This +1 longsowrd deals an additional +1 negative energy damage on a hit.

Longsword of Right

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +1 This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures.

Balanced Defender

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +3 Whenever the wielder of this +3 longsword wields any shield in another hand, it grants the wielder an additional +3 bonus on attack rolls with this longsword.

Blood Boiler

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +3 Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse explodes, dealing 2d6 fire damage to all enemies in a 15 feet area.

Holy Devotee's Wrath

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +3 This +3 holy longsword counts neutral enemies as evil. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability.

Smoking Killer

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 Whenever the wielder of this +5 incinerating longsword confirms a critical hit, all allies in a 15 feet area get total concealment from melee attacks for 1 round.

Daybreak

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 Whenever the wielder of this +5 holy evil outsider bane longsword lands a killing blow, all allies in a 30 feet area around the wielder gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 3 rounds. This effect can stack up to three times.

Finnean the Talking Weapon

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Finnean

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +5 This is a +5 brilliant energy, heartseeker weapon. This weapon can be acquired through completing Finnean's quest a certain way. It is distinct from the Talking Weapon versions and only comes as a longsword.

Radiance

Longsword 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing) +6 This weapon is a +6 cold iron longsword. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. This sacred weapon provides spell resistance of 5 + the wielders's class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. 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.

Putrid Blade

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +3 This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day as a 7th level cleric.

Vein Finder

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +3 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 as a 5th level cleric.

Stratagem

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +2 This weapon is an agile rapier +2. It allows its wielder to add their Dexterity bonus to damage rolls instead of Strength bonus (whichever is higher).

Deadly Grace

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +1 When this +1 keen agile rapier lands a hit, its target has to succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals 2d4 damage per round for 3 rounds.

Black Salt

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +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 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +5 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 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +5 This +5 holy anarchi rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effects.

Tender Touch

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +2 While you are wielding this +2 necrotic rapier, whenever you cast the vampiric 

Mind Piercer

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +2 This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects.

Reeking Heart of Arcane

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1.

Interceptor

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +5 This +5 keen rapier grants its wielder a +2 bonus to attack and damage rolls on attacks of opportuniy. If an attack of opportunity results in a killing blow, the wielder can make one extra attack during the next round.

Transluscent Needle of Astonishment

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +5 Whenever the wearer of this +5 evil outsider bane rapier lands a first hit against a new enemy, the enemy must pass a Will saving throw (DC 31) or become paralyzed for 2 rounds. On a successful save the enemy becomes staggered for 1 round instead.

Finnean the Talking Weapon

Rapier 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Divine Intervention

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +4 This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day as a 7th level cleric.

Thundering Claw of the Bear God

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +4 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 call 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 modifiers 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.

Slicer

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +2 This weapon is a +2 scimitar.

Jolt

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +3 This weapon is a +3 shock cimitar.

Thundercrack

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +5 This weapon is a +5 gile shock scimitar.

Blade of Order

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +2 Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature, it applies a -1 penalty to that creature's damage rolls until the end of combat. This penalty stacks up to -5.

Abrupt Force

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +1 Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the target must pass Fortitude saving throw (DC 10) or become stunned for 1 round.

Scimitar of Wind

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when casting Transmutation school spells.

Furyborn Child

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +3 While this +3 furyborn scimitar is wiedled by a character who has an animal companion, the attacks of the animal companion also gain the furyborn special quality.

Rupturing Storm

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +4 This +4 scimitar deals additional 3d6 fire damage. On a critical hit it creates fire sparks that stick to allies' weapons, granting them flaming enchantment for 1d3 round, as well as granting the wielder and allies fire resistance 20 for the same duration.

Faith Bearer

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +4 Whenever the wielder of this +4 holy scimitar confrims a critical hit, they make a Lore (Religion) check (DC 40). On a success all allies in a 15 feet area are healed for the amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion).

Rapscallion

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 flaming burst scimitar allows its wielder to bombard all enemies in a 20 foot area, dealing 20d6 fire damage and staggering all targets for 3 rounds. Successful Reflex save (DC 30)

Dawnflower's Kiss

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wielder confrims a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. It also grants a +2sacred bonus on damage rolls with the off-hand weapon when duel wielding.

Finnean the Talking Weapon

Scimitar 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Hand of Damnation

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 This weapon is a +2 keen scythe.

Eternal Conduit

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 This weapon is a +2 scythe.

Penalty

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +3 This weapon is a +3 living bane scythe. If the wielder has inquisitor's judgement class ability, it allows them to use it 1 additional time per day.

Gluttonous Scythe

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +5 This +5 scythe cures its wielder 1d4 HP each time it successfully hits a living creature.

Wide Sweep

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent enemies.

Dark Glowing Scythe

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an additional 1 negative energy damage each round for 1d4 rounds.

Deadly Toll

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +4 This +4 scythe has a +4 bonus to critical hit confirmation rolls.

Mother's Call

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +3 Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds.

Anihilator

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +5 Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force damage to all enemies in a 15 feet cone area, including the target.

Rotten dissector

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +4 Whenever the wielder of this +4 corrosive burst scythe lands a first hit against a new enemy, the enemy suffers a condition which causes them to take damage while making their own attacks. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. The condition lasts for 4 rounds.

Riftcarver

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +5 Riftcarver is a +5 adamantine oversized unholy bleed scythe. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. Once per day, the scythe can be swept through the air as a standard action to rip a hole between worlds and cast a rift of ruin spell, except it spawns a pit under each enemy in a 60 feet radius.

Stevanius's Scythe

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the Rapid Shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead. If you or your allies are using the Precise Strike feat, it deals 2d6 damage instead of 1d6.

Stevanius's Scythe (Altered)

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +2 Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage.

Finnean the Talking Weapon

Scythe 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Fiery Eye

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +1 This +1 flaming composite shortbow grants its wielder the ability to cast flare burst spell three times per day as a 3rd level wizard.

Prowling Cat

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +4 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 for 15 rounds.

Neutralizer

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +4 When this +4 composite shortbow lands a hit, it grants the target DR 10/melee. It also inflicts a -4penalty to AC against melee attacks, and every melee attack deals additional 4 damage to it.

Whimsy

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +3 Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target.

Bow of the True World

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +4 This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey.

Shortbow of Code

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +1 This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic creatures.

Eye for an Eye

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +3 Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an additional 1d12

Feral Charge

Short Bow 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +4 If the wielder of this +4 speed composite shortbow has an animal companion or a similar creature, it is affected by a constant haste spell effect.

Claw of Jistka

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +1 This is a +1 flaming shortsword.

Nature's Will

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 vermin bane shortsword grants its wielder the ability to cast summon nature's ally II spell once per day as a 5th level druid.

Allslayer

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 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 as a 3rd level wizard.

The Malady

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +1 Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 12) or become sickened for 1 round.

The Blitz Cut Item

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 This +3 shock shortsword bypasses any type of damage reduction.

Unexpected Resolution

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever this +5 shortsword lands a hit on an enemy, one of the following effects randomly happen; it deals additional 6d6 slashing damage to that enemy, it deals 1d4 damage to one of the enemy's ability scores, it heals the enemy for 3d4 hit points, it deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and damage rolls for 1d6 rounds.

Void's Kiss

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever the wielder of this +5 necrotic nullifying shortsword attacks a new enemy for the first time, the enemy must pass a Will saving throw (DC 31) or become unable to cast spells for 2 rounds.

Linds Family Shortsword

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 Whenever this +2 shortsword lands a hit, the enemy must pass a Reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Though the enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don't stack.

Linds Family Shortsword (Altered)

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 shortsword is glowing with an invisible flame. It deals 1d6 unholy damage. Once per day you can charge a weapon in another hand with the same flame for 10 minute. While you wield these two weapons, each hit with any of these weapons increases the unholy damage by 1, stacking up to 15, until the end of combat.

Finnean the Talking Weapon

Shortsword 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Black Star

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +5 Whenever this +5 unholy starknife confirms a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target.

Neverending Journey

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +5 Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 roundsm and has a chance to cast blindness spell (Fortitude save, DC 21) on it.

Tangled Claws

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target.

Virtuous Starknife

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +1 This +1 cold iron starknife deals an additional 1d3 damage to evil creatures.

Fortune's Temper

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +3 Whenever the wielder of this +3 holy starknife confrims a critical hit with it, all their allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds.

Joke of Fate

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +3 Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. This curse reverses the effect of positive energy: if it healed this creature before, now it deals damage, and vice versa.

Pocket lightning

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round.

Venomous Petals

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +5 This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks.

Finnean the Talking Weapon

Starknife 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Frozen Crescent

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 This +3 frost throwing axe has a critical range of 18-20.

Ornery

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 This +1 furious throwing axe grants the wielder a +5 competence bonus on all Mobility skill checks.

Throwing Axe of Silence

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 Whenever this +3 throwing axe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 14) or lose the ability to cast spells for the next 1d4 rounds.

Fixed Obsession

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 Whenever this +3 keen axe lands a hit, all its further attacks until the end of the round deal 1 additional force damage. This damage bonus stacks up to 10.

Frost Embrace

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 Whenever the wielder of this +3 icy burst throwing axe lands a hit against new enemy, the enemy must pass a Fortitude saving throw (DC 24) or become paralyzed for 2 rounds.

Nordic Welcome

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +4 Whenever the wielder of this +4 icy burst throwing axe hits the enemy for the first time in a round, the enemy must pass a Fortitude saving throw (DC 27) or suffer a -3 penalty to damage rolls and become slowed for 1 round.

Eye Gouger

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +5 Whenever the wielder of this +5 corrosive burst throwing axe confirms  a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4 rounds.

Finnean the Talking Weapon

Throwing Axe 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Bound Thunder

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +1 This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard.

Horror's Teeth

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +4 Each time this +4 trident lands a hit, the enemy has to pass a Will saving throw (DC 16) or become frightened for 1d3 rounds.

Nature's Wrath

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, outsiders and undead. On a successful hit, it makes the target vulnerable to electricity for 1 minute.

Call of Ocean

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +3 This +3 trident grants the wielder an ability to summon a large water elemental once per day as a 11 level Druid.

Triumph of Pain

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). On a failed saving throw the enemy becomes prone for 1 round and suffers 3d6 piercing damage, on success, it suffers a -4 penalty to CMD for 2 rounds.

Tidebringer

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard.

Flame's Hatred

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3.

Flame's Cleansing

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds.

Flame's Will

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +5 Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with "Obedience". Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds.

Finnean the Talking Weapon

Trident 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

Fireborn Warhammer

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +4 This +4 flaming warhammer holds three small fire elements that can be summoned once per day for 5 rounds.

Preacher's Warhammer

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +4 This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day as a 11th level cleric.

Warhammer of Hatred

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +1 This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. Its damage is increased by 1 d6 against ores and goblins, and by 2d6 against giants.

Noble Warhammer

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +3 This weapon is a +3 warhammer.

Chaos Hammer

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +4 Whenever this +4 anarchic warhammer confirms 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.

Solid Strategy

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +5 This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity.

Warhammer of Obstinacy

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +2 Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw (DC 15) or suffer additional 1 d8 piercing damage.

The Collapse

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +1 Whenever this +1 cold iron warhammer confirms a critical hit, all enemies in 15 feet area must pass a Fortitude saving throw (DC 16) or become prone.

Battle-Forged

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +3 This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19-20.

Entomber

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +4 Whenever the wielder of this +4 warhammer successfully hits an enemy with a charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be entrapped in stone until the end of the fight. While under this effect the enemy becomes vulnerable to bludgeoning damage as well as slowed down. If this warhammer confirms a critical hit against an affected enemy, all enemies in 30 feet area should pass the same check or be under the same effect.

Finnean the Talking Weapon

Warhammer 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

 

Complete list of all Simple Weapon Types in Pathfinder: Wrath of the Righteous

Quick Search of All Feats

Name
Proficiency Group
Critical Hit
Weight
Reach
Damage (modified by Size)
Bardiches Martial 19-20(x2) 14 lbs 6 ft Melee 1d10 (Slashing)
Battleaxes Martial 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing)
Earth Breaker Martial 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning)
Falchions Martial 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing)
Flails Martial 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning)
Glaives Martial 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing)
Greataxes Martial 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing)
Greatswords Martial 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing)
Handaxes Martial 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing)
Heavy Flails Martial 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning)
Heavy Picks Martial 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing)
Kukris Martial 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing)
Light Hammers Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning)
Light Picks Martial 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing)
Longbows Martial 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing)
Longswords Martial 19-20(x2) 4 lbs 2 ft Melee 1d8(Slashing)
Rapiers Martial 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing)
Scimitars Martial 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing)
Scythes Martial 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing)
Shortbows Martial 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing)
Shortswords Martial 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing)
Starknives Martial 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing)
Throwing Axes Martial 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing)
Tridents Martial 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing)
Warhammers Martial 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning)

 




Tired of anon posting? Register!
    • Anonymous

      God your website is so shitty and unorganized. Please learn what weapons are and AREN'T in Wrath and what ones are in Kingmaker. Useless ugly white bois for the lose.

    Load more
    ⇈ ⇈