Simple 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 Simple Weapons

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

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

Simple 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 Simple Weapons Table
Simple Weapon Types

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

Name

Type

Critical

Weight

Range

Damage

Enhance

Bonus

Speed Corrossive Shortspear +4

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +4 This weapon is found near the Playful Shadow in the Midnight Fane.

Greatclub of Sacred Cinders

Greatclub 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning) +5 Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks.

Lethal Conductor

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +5 This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls.

Deep Rip

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +5 Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6+ STR modifier slashing damage. If this weapon deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage.

Soft Cut

Dagger 19-20(x2) 1 lbs 2 ft Melee 1 (Slashing) +5 This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. however, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power.

Grim Finale

Club 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning) +2 Whenever this +2 necrotic club confirms a critical hit, it casts vampric touch spell on its target. Whenever the wielder unequips this weapon, it casts finger of death on them.

The Ancient Root

Club 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning) +3 Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds.

Brutal Decay

Club 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning) +4 Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. Multiple applications of the effect don't stack, the stronger effect replaces the weaker one.

Club of Hunger

Club 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This +3 weapon deal 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.

Club of Hunger (Altered)

Club 20(x2) 3 lbs 2 ft Melee 1d6 (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.

Finnean the Talking Weapon

Club 20(x2) 3 lbs 2 ft Melee 1d6 (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.

Deceiver

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +3 This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day as a 5th level wizard.

Troublemaker

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 This weapon is a +2 flaming anarchic agile dagger.

Frailty

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard.

Dagger +4

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +4 This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increased sneak attack damage with any weapon by 1d6 damage.

Arcane Protector

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition.

Lightning Duelist

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning damage.

Chaos Shard

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 This +2 dagger has a chance to confuse enemy on a hit.

Edict

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute.

Dormition

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +5 This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage.

Retriever's Claw

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 This +2 cold iron dagger has an increased critical multiplier of x3.

Edge of Force

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 Whenever the wielder of this +2 

Attrition Dagger

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. THis power can't lower the target's Constitution ability score below 5.

Purple Stone Knife

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts.

Shiny Dagger

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +1 Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round.

Decaying Dagger

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2

This +2 dagger grants the wielder an ability to use the curse of Undead ability 3 times per day.

Curse of Undead: All living enemies in 30-feet area must pass a will saving throw (DC 24) or start slowly turning into the undead. Each turn the affected creature takes 1d4 constitution damage. Positive energy and cure spells hurt it, like it was undead.

Hasty Eradicator

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect doesn't atack with the effect of the haste spell.

Gift of Blood

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +3 This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each usage spends one potency.
Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.

Merciful Fate

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +5 This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round.

Cruel Fate

Dagger 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +5 Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable to Piercing damage for 2 rounds.

Ruse

Dart 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing) +2 Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy becomes flat-footed for 1 round.

Poisonous Dart

Dart 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing) +1 Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. The poison deals 1d3 Constitution damage per round for 3 rounds. Poisoned creatures can make a Fortitude save each round to regate the damage and end the affliction.

Noxious Stalker

Dart 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing) +3 This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). On a successful saving throw, the enemy becomes immune to this poison.

Whistling Killer

Dart 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing) +4 This +4 thundering dart deals sonic damage instead of piercing damage. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area.

Finnean the Talking Weapon

Dart 20(x2) 0.5 lbs 20 ft Ranged 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.

The Crusher

Greatclub 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning) +2 This +2 large greatclub appears surprisingly light in your hand. Its size penalty for Medium creatures is reduced to -2.

Durance

Greatclub 20(x2)  8 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This +3 greatclub grants the wielder immunity to shaken and sickened conditions.

Spinebreaker

Greatclub 20(x2)  8 lbs  2 ft Melee 1d10 (Bludgeoning) +3 This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spellls. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). Whenever it confirms a critical hit, it has a chance to cast boneshatter spell at the target.

Ankle Breaker

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +1 This +1 crossbow has a chance to slow the enemy on hit.

Eye of the Tornado

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +2 This +3 shock heavy crossbow grants its wielder a +2 luck bonus to Initiative, and the ability to cast summon medium air element spell once per day for 7 rounds.

Elemental Squall

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +3 This weapon is a +3 flaming frost shock corrosive heavy crossbow.

Mythslayer

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +5 This +5 heavy crossbow deals 2d10 damage on hit. If its target has one of the following qualities: Huge or Gargantuan size; dragon subtype; giant subtype; 20 or more HD, it inflicts a single -2 penalty to wielder's attack rolls, but adds 1d10 to damage for each of the qualities the target has.

Crossbow of Judgement

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +2 This +2 heavy crossbow has a critical range reduced to 20. Whenever it threatens a critical hit against an evil or chaotic creature, it is automatically confirmed.

Detainer

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +2 Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving throw (DC 16) or be knocked back 15 feet and become slowed down for 1 round.

Heavy Crossbow of Degradation

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +2 Whenever this +2 thundering burst heavy crossbow confirms a critical hit, all enemies in a 15 feet area must pass a Reflex saving throw (DC 20) or suffer 1 damage to Intelligence score per round for 1d6 rounds.

Richocheting Heavy Crossbow

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +3 Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target.

Rolling Thunder

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +5 Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack with it, the crossbow creates a sonic wave along the path of the projectile. All enemies caught in the wave suffer 4d6 sonic damage. Succesful Fortitude saving throw (DC 28) halves the damage.

Rude Stopper

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +5 Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. Affected enemy is immune to this effect for 3 rounds.

Heartbreaker

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing) +5 This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells.

Finnean the Talking Weapon

Heavy Crossbow 19-20(x2) 8lbs 50 ft Ranged 1d10 (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.

Alkaline Mace

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +2 This +2 corrosive heavy mace allows its wielder to throw an acid bomb three times per day. Acid bombs launched from this mace deal 3d6+5 acid damage on a direct hit.

Terror Bringer

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +2 This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day as a 3rd level wizard.

Eradicator

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 This +4 unholy mace grants its wielder the ability to cast slay living spell once per day as a 11th level cleric.

Mallet of Woe

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +3 This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell.

Skullcrusher

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +2 Whenever this +2 heavy mace confirms a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If the saving throw is successful, the target is staggered for 1 round instead.

Malevolent Corrosion

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. Multiple application of this effect do not stack.

Malevolent Singe

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack.

Malevolent Frostbite

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack.

Malevolent Storm

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack.

Authority

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +5 This unholy heavy mace +5 grants its wielder fire immunity and a +5 bonus on Persuasion skill checks. On a successful hit, the target must succeed on a DC 21 fortitude check or be set on fire for 

Executioner

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +2 This weapon is a +2 human bane morningstar.

Righteous Punishement

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 This +4 heavy mace gains a +4 bonus to attack rolls against the targets affected by smite evil or Mark of Justice effects.

Sovereign

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +5 Whenever the wielder of this +5 heavy mace successfully hits a new target for the first time, it grants them a stacking +1 bonus to AC, attack rolls, and all saving throws until the ened of the battle.

Voice of Hollow

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +2 Whenever the wielder of this +2 mithral heavy mace confirms a critical Mt with it, a loud sound is produced. All enemies in a 30 feet cone, except the target, have to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1 d4 rounds.
Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature.

Heavy Mace of Fire

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +1 This +1 heavy mace deals an additional 1d3 fire damage on a hit.

Sapping Assault

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +3 Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the effect of the Lich's vampiric blade spell, the enemy suffers an ability drain to Strength and the wielder gets +1 bonus to strength until the end of the encounter. This effect can stack up to 4 points.

Sun Stroke

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +3 Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds.

Defiler

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +4 This +4 unholy heavy mace increase the amount of damage Channel Negative Energy does to living creatures or heals undead creatures by 2d6.

Grasp of Devotion

Heavy Mace 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning) +5 Whenever the wielder of this +5 holy heavy mace lands a killing blow, their next spell becomes extended as though using the Extend Spell feat. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Finnean the Talking Weapon

Heavy Mace 20(x2) 6 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.

Quick Death

Javelin 20(x2) 2 lbs ??? 1d6 (Piercing) +2 This +2 javelin deals an additional 5 damage on a first hit against a new target.

Sky Scorcher

Javelin 20(x2) 2 lbs ??? 1d6 (Piercing) +5 This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. It also stuns flying enemies for 1 round on a critical hit.

Finnean the Talking Weapon

Javelin 20(x2) 2 lbs ??? 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.

Greater Sting

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +2 This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3.

Escapist's Crossbow

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +3 This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day as a 8th level wizard.

Lawbinger

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +5 This +5 axiomatic light crossbow eneds the barbarian's Rage on hit.

Planar Hunter

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +3 +3 outsider bane brilliant energy light crossbow.

Light Crossbow of Force

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +1 Whenever this +1 light crossbow confirms a critical hit, it deals 1d4 force damage to all enemies in a 10 feet radius.

Light Crossbow of Oracle's Misery

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +2 Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the target must pass a Will saving throw (DC 22) or suffer from the same effect as the oracle's curse gave on level 1, without any of its benefits. This effect can be removed with the remove curse spell.

Firestarter

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +3 This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. It also grants a +4 bonus on initiative rolls.

Life Deliverer

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +4 This +4 undead bane light crossbow allows its wielder to cast healing spells as though they had the Reach Spell feat.
Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long.

Shadowkiss

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +5 This weapon is a +5 unholy bane all light crossbow.

Light Crossbow of the Attractive Impulse

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +3 Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. The enemy starts doubting that violence is an answer and thus will suffer -d4 penalty on attack rolls for one round.

Light Crossbow of the Attractive Impulse (Altered)

Light Crossbow 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing) +3 Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must pass a Will saving throw (DC 20) or their armor its sundered for 1d3 rounds.

Finnean the Talking Weapon

Light Crossbow 19-20(x2) 4 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.

Highwayman's Argument

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +4 This +4 light mace grants its wielder a +5 moral bonus to Persuasion skill checks when used to intimidate. It deals additional 2d6 damage against frighened targets and 1d6 damage against shaken targets (these effects do not stack with each other).

Malice

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +5 This +5 vicious mithral light mace has 19-20/x2 critical range and deals bludgeoning, slashing and piercing damage.

Violent Mischief

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +4 Whenever this +4 light mace deals sneak attack damage, it's increased by 1d6.

Headcracker

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +2 Whenever the wielder of this +2 mithral light mace lands the first hit against a new target with it, the enemy has to pass a Fortitude saving throw (DC 15) or become stunned for 1d3 rounds.

Light Mace of Severe Strike

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +1 Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage.

Eluding Swing

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +3 Whenever this +3 ghost touch light mace confirms a critical hit, the wielder is affected with the effect of a greater invisibility for 1d4 rounds.

Luminous Encouragement

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +2 Whenever this +2 light mace confirms a critical hit on an enemy, the enemy suffers an additional 3d4 positive energy damage; if the enemy is killed the wielder gets +2 bonus to attack rolls for the next 2 rounds.

Finger Freezer

Light Mace 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) +5 This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet radius suffer a -2 penalty to attack and damage rolls with ranged weapons.

Finnean the Talking Weapon

Light Mace 20(x2) 4 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.

Dragonslayer

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +5 This weapon is a +5 dragonbane longspear.

Singing Edge

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +3 Whenever the wielder of this +3 longspear becomes affected by a bardic performance, its enhancement bonus increases to +5, and it grants its wielder a +2 dodge bonues to AC.

Racking Point

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +2 Whenever this +2 radiant longspear confirms a critical hit, it pierces the enemy. For 1d4 rounds, all subsequent his against that target deal 1d3 positive energy damage.

Devastating Blow from Above

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +1 Whenever the wielder of this +1 longspear lands a hit while mounted, it deals additional 1d4 piercing damage.

Kiss of Vampire

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +3 Whenever the wielder of this +3 radiant longspear confirms a critical hit, the next two successful attacks give the wielder temporary hit points equal to the damage they deal.

Feral Raider

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +5 Whenever the wielder of this +5 cruel longspear lands a killing blow while mounted, their mount receives a +3 competence bonues on attack and damage rolls for 3 rounds.

Fable Hero's Lance

Longspear 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing) +5 This +5 oversized dragonbane longspear grants its wielder a +2 circumstance bonus on attack and 

Finnean the Talking Weapon

Longspear 20(x3) 9 (18) lbs 6 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.

Silent Whisperer

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +5 This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day as a 15th level cleric.

Trouble Solver

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +2 This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit.

White Flare

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +3 This weapon is a +3 brilliant energy punching dagger.

Prehistoric Tooth

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +4 This weapon is a +4 necrotic burst punching dagger.

Prowling Death

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +3 This +3 punching dagger increases the save DC against the assasin's Death Attack ability by 2. Whenever the wielder of this dagger lands a first sneak attack against new enemy, the target must pass a Reflex saving throw (DC 23) or become vulnerable to piercing damage for 1d3 rounds. If this sneak attack was assassin's Death Attack, saving throw DC against it is increased by 2.

Music of Death

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpess target, the target suffers additional 2d6 sonic damage.

Saboteur

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +4 This +4 caustic punching dagger grants its wielder a +10 competence bonus on Trickery skill checks. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. Multiple applications of this effect do not stack, but extend the effect's duration.

Sound of Void

Punching Dagger 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) +4 Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless target, the target loses all spell resistance for 1d4 rounds.

Finnean the Talking Weapon

Punching Dagger 20(x3) 1 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.

Burned Oak

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +2 This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day as a 9th level wizard, and burning hands spell at will as a wizard of level equal to the wielder's character level.

Black Raven's Staff

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day as a 9th level wizard, and ray of enfeeblement spell at will as a wizard of level equal to the wielder's character level.

Prowling Cheetah

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day as 5th level druid.

The Call

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +4 This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day for 15 rounds, and glitterdust spell at will as a wizard of level equal to the wielder's character level.

Wall of the DIsciple

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy.

Rigid Oak Staff

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +2 This +2 quarterstaff grants its wielder a +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast resist sonic spell twice per day as a 4th level wizard.

The Undaunted

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +4 This +4 flaming aberration bane quarterstaff grants its wielder a +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast remove paralysis spell once per day as a 4th level cleric.

Necromancer's Staff

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 quarterstaff grants a +3 enhancement bonus to the weapons of the monsters summoned by the wielder using animate dead and create undead spells.

Crimson Counselor

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +2 This weapon is a +2 quarterstaff.

Staff of the Whispering Souls

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +2 Souls trapped in this +2 quarterstaff grant the weilder +4 profane bonus to Intelligence. Only a creature of Evil alignment can use this staff.

Ruin

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +5 Whenever this +5 quarterstaff lands a hit, it deals additional 2d6 force damage. If Ruin's wielder is chaotic, it grants them a +4 bonus to spell penetration. If Ruin's wielder is lawful, it grants them a +6 bonus on concentration checks.
If Ruin's wielder is neutral, it grants them a +2 bonus to spell penetration and a +3 bonus on concentration checks.

Twin Serpents

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +5 This +5 quarterstaff deals force damage. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. It also grants its wielder the ability to cast empowered magic missile spell at will as a 3rd level wizard.

Blaze of Disaster

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times per day as 8th level wizard.

Quarterstaff of Slip

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 quarterstaff grants its wielder a +1 competence bonus to AC.

Quarterstaff of Coercion

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +1 This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts.

Awakened Driftwood

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. It also grants the wielder a +3 bonus on caster level checks made to overcome a creature's spell resistance.

Burned Ashwood

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +2 This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a 5th level wizard.

Pillar of Hope

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +3 Whenever the wielder of this +3 holy quarterstaff confirms a critical hit, all allies in 15 feet radius get a +2 morale bonus to attack rolls for 1 round.

Quarterstaff of the War Mage

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This +3 quarterstaff adds +2 to the DC for all saving throws against spells from the wielder casts. It also grants the wielder a +4 bonus to caster level checks made to overcome spell resistance, and a +5 competence bonus to Use Magic Device skill checks.

Ashmaker

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +4 This +4 flaming burst quarterstaff grants its wielder a +2 bonus on attack rolls and to caster level for all Evocation school spells.

Phantasmal Guide

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +5 This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if they were 3 levels higher.

Spirit Thrasher

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +4 Whenever the wielder of this +4 axiomatic quarterstaff expends points from their ki pool, they get a +2 morale bonus on attack and damage rolls for 2 rounds.

Fiery Spell Weaver

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +5 This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on checks made to overcome spell resistance and a +15 competence bonus on Use Magic Device skill checks.

Quarterstaff of Dope

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This is a +3 quarterstaff. Whenever you cast the same spell up to three times in a row, the first-time spell is cast, as usual, the second time it becomes empowered, as though using the Empower Spell feat, and the third time it becomes maximized, as though using the Maximize Spell feat. These effects stack. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.

Finnean the Talking Weapon

Quarterstaff 20(x2) 4 lbs 2 ft Melee 1d6 (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.

Deadly Ivy

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +2 Each time this +2 corrosive short spear lands a hit, the enemy has to pass a Fortitude saving throw (DC 15) or be poisoned for 1d3 rounds.

Butterfly Hunter's Needle

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +4 This +4 fey bane short spear grants the wielder a +3 insight bonus to AC against fey's attacks.

Boneshard

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +4 This +4 shortspear deals negative energy damage.

Mourning

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +4 Whenever this +4 keen shortspear confrims a hit, it has a chance to cast crushing despair spell (DC 21) on the target. Whenever it confirms a critical hit, it has a chance to cast finger of death spell (DC 21) on the target.

Tight Grip of Anguish

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever this +3 shock short spear confrims a critical hit on an enemy, that enemy must pass a Fortitude saving throw (DC 22). If the saving throw is failed, for the next 1d3 rounds whenever this creature is deal damage, it suffers an additional 1 piercing damage. Multiple applications of this effect do not stack the additional damage, but prolong the effect.

Impaler

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +4 This +4 unholy shortspear deals additional 2d6 piercing damage against Large or bigger creatures. When it hits Small or lesser creature with 100 or less Hit Points, the enemy must pass a Fortitude saving throw (DC 26) or be instantly killed.

Chillroar's Tusk Shortspear

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +2 With this +2 shortspear absorbs water from the target on each hit. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard.

Chillroar's Tusk Shortspear (Altered)

Shortspear 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing) +2 With this +2 speed shortspear,a successful attack using the cleave of Vital Strike feat makes the target prone for 1 round. If the next attack against the affected creature is successful, the enemy suffers additional 2d6 sonic damage, if it was a critical hit, it deals additional 2d6 sonic damage.

Finnean the Talking Weapon

Shortspear 20(x2) 3 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.

Chilly Midnight

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage.

Oath of the Land

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 sickle grants its wielder a shambling mound's ability to grab their foes.

Oath of the Sky

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 sickle deals electricity damage instead of physical damage. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.

Acrid Sickle

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +1 This +1 sickle deals an additional 1d3 acid damage on a hit.

Sickle of Falter

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +1 Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex saving throw (DC 11) or become staggered for 1 round.

The Illustrious Sweep

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 Whenever this +3 radiant sickle lands a hit, the target must make a successful Fortitude saving throw (DC 20) or become blinded for 1d4 rounds.

Sickle of Wicked Rites

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever the wielder of this +5 unholy sickle lands a hit on an enemy, the enemy gets a +2 bonus to a random ability score and 1 stack of unholy might. Whenever a creature with at least 1 stack of unholy might dies, it deals 1d6 unholy damage to all enemies in 20 feet radius for every stack it had.

Mage Slayer

Sickle 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever the wielder of this +5 corrosive burst sacrifical sickle lands a first hit on an new enemy, the enemy suffers a condition which deals 2d6 scid damage whenever that enemy casts a spell or uses a spell-like ability. This condition lasts until the end of the battle.

Finnean the Talking Weapon

Sickle 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.

Spiked Defender

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +1 This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage.

Sunbeam

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +2 This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day as a 8th level cleric.

Utopia

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +5 This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ability to cast good hope spell three times per day as a 12th level bard.

Dystopia

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +2 This +2 necrotic spear grants its wielder a +5 morale bonus to all Athletics checks, and the ability to cast inflict critical wounds spell three times per day as a 7th level cleric.

Longshank Bane

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +1 This weapon is a +1 longshank bane spear.

Dark Forest

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +4 This +4 necrotic spear summons a friendly 9th level will-o'-wisp for 1d6 rounds when it ends a life.

Venom

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +5 Whenever this +5 lands a hit, its target has to succeed on a Fortitude saving throw (DC 27), or 

Vigilant Watch

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +3 Whenever the wielder of this +3 corrosive spear is flat-footed and is hit by an enemy for the first time, they make an attack against that enemy.

Stormcaller

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +5 While wielding this +5 thundering burst spear, all creatures summoned by the wielder deal additional 1d6 sonic damage.

Wandering Duelist's Spear

Spear 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing) +5 This +5 keen heartseeker spear grants its wielder a +4 insight bonus on attack and damage rolls on attacks of opportunity. It also grants the wielder a +12 competence bonus on Knowledge (World) skill checks.

Finnean the Talking Weapon

Spear 20(x3) 6 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.

 

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

Quick Search of All Feats

Name
Critical Hit
Weight
Reach
Damage (modified by Size)
Clubs 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning)
Daggers 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing)
Darts 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing)
Everburning Torch 20(x2)   -- 1d3 +1 Fire
Greatclubs 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning)
Heavy Crossbows 19-20(x2) 8 lbs 50 ft Ranged 1d10 (Piercing)
Heavy Maces 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning)
Javelins 20(x2) 2 lbs 30 ft Ranged  1d6 (Piercing)
Light Crossbows 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing)
Light Maces 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning)
Longspears 20(x3) 9 (18) lbs 6 ft Melee 1d8 (Piercing)
Punching Daggers 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing)
Quarterstaves 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning)
Shortspears 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing)
Sickles 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing)
Spears 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing)

 




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