Weapons in Pathfinder: Wrath of the Righteous are a piece of equipment that is used to inflict damage against hostile characters such as Enemies and Bosses. There are 56 different Weapon Types in Pathfinder: Wrath of the Righteous. You can get the weapons through quest reward, enemy loot, or purchase from NPCs.

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.

Weapon Proficiencies can be acquired through Feats such as: Simple Weapon Proficiency, Martial Weapons ProficiencyExotic Weapon Proficiency and Weapon Proficiency.

Simple Weapons

Dagger, Light Mace, Punching Dagger, Sickle, Club, Heavy Mace, Shortspear, Dart, Heavy Crossbow, Javelin, Light Crossbow, Sling, Greatclub, Longspear, Quarterstaff, Spear

Martial Weapons

Hand Axe, Kukri, Light Hammer, Light Pick, Short Sword, Spiked Light Shield Bash, Starknife, Light Shield Bash, Battle Axe, Flail, Heavy Pick, Longsword, Rapier, Scimitar, Spiked Heavy Shield Bash, Warhammer, Heavy Shield Bash, Long Bow, Short Bow, Earth Breaker, Falchion, Glaive, Greataxe, Greatsword, Heavy Flail, Scythe, Bardiche, Trident, Throwing Axe

Exotic Weapons

Bastard Sword, Dueling Sword, Dwarven Waraxe, Elven Curve Blade, Estoc, Falcata, Fauchard, Kama, Sai, Tongi, Sling Staff, Orc Double Axe, Two-bBladed Sword, Dwarven Urgrosh, Gnome Hooked Hammer, Nunchaku

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 Weapons Comparison Table
Weapon Type Comparison Table
Weapon Enchantments Descriptions

 

This table includes all weapons in Pathfinder: Wrath of the Righteous

Quick Search of All Feats

Name
Type
Proficiency
Critical
Weight
Range
Damage
Enhance
Bonus

Elemental Rage

Rapier Martial 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) +1 This +1 rapier deals additional 1d6 cold damage, 1d6 fire damage, 1d6 acid damage and 1d6 electricity damage.

Shock Mithral Fauchard +2

Fauchard Exotic 18-20(x2) 5 lbs 6 ft Melee

1d10 (Slashing) +1d6 (Electricity)

+2  

Finnean

Longsword Martial  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.

Rod of Razors

Bardiche Martial 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)

Clawfall

Earth Breaker Martial 20(x4) 14 lbs 2 ft Melee 2d6 (Bludgeoning) +5

Undead Bane, Destructive

This +5 undead bane heartbreaker has x4 critical multiplier instead of x3. Its wielder can cast the horried wilting spell 3 times per day as a 15 level wizard.

Bug Crusher

Bardiche Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Oppressor

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +4 This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws.

Unstoppable Khanda

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +4 The Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-affecting effects. Creatures hit by the Khanda must succeed at a DC 17 fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage and dazes a target for 1 round.

Bastard Sword +5

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +5 This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric.

Martyr's Blade

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +5 This weapon is a +5 axiomatic holy vicious bastard sword.

Bastard Sword of Hope

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +2 Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good, lawful neutral or neutral good characters.

Frostbite

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 icy burst bastard sword lands an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round.

Howling Doom

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +5 Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards.

Corpse Piler

Bastard Sword Exotic 19-20(x2) 4 lb 2 ft Melee 1d10 Slashing +5 This +5 living bane bastard sword has its base damage increased to 1d20 instead of 1d10.

Finnean the Talking Weapon

Bastard Sword Exotic 19-20(x2) 4 lb 2 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Grim Finale

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

Frailty

Dagger Simple 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 Simple 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.

Soft Cut

Dagger Simple 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.

Deep Rip

Dagger Simple 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.

Arcane Protector

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

Lethal Conductor

Dagger Simple 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.

Edict

Dagger Simple 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 Simple 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 Simple 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 Simple 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) +2 Whenever the wielder of this +2 cold iron dagger casts a spell with the force descriptor, it deals an additional 2 force damage per die rolled.

Attrition Dagger

Dagger Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Atrocities

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +3 This weapon is a +3 furious double axe. If the wielder has the barbarian rage class ability, it allows them to use it for 4 additional rounds per day.

Holy Flaming Orc Double Axe +3

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) + 1d6 fire +3 This weapon deals an addition 2d6 holy damage to creatures of evil alignment.

Tempest

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +1 This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other.

Fang of Malice

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +3 Whenever the wielder of this +3 furyborn orc double axe is under a rage effect, she doesn't suffer from its usual -2 penalty to AC.

Sequence of Murder

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +3 Whenever this +3 double axe lands hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage.

Screaming Reaper

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +4 Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear.

Slaughtering Silence

Orc Double Axe Exotic 20(x3) 15 lbs 2 ft Melee 1d8(Slashing) +5 Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells for 2 rounds.

Finnean the Talking Weapon

Orc Double Axe Exotic 20(x3) 15 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.

Menace

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 brilliant energy dueling sword grants its wielder a +2 Luck bonus to CMD and a +2 luck bonus to CMB.

Lord Protector

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +2 This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attacks rolls against friendly targets.

Royal Gift

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +3 This weapon is a +3 keen dueling sword.

Swordsman's Passion

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +2 This weapon is a +2 agile dueling sword.

Arcane Enforcer

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 dueling sword deals additional 1d6 damage.

Blood Freezer

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee

1d8 (Slashing)+1d6 (Cold)

+5 Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack with weapons for 2 rounds.

Bloodhound

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +5 This +5 speed agile dueling sword has a 18-20 critical range. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy.

Herald of Pain

Dueling Sword Exotic 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) +2 Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it, the target become sickened for 1d4 rounds.

Opportunist's Dwarven Waraxe

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +1 This +1 speed dwarven waraxe deals additional 9 damage on a successful critical hit and grants its wielder the ability to cast flare spell twice per day as a 1st level wizard.

Mordant Waraxe

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +1 This +1 dwarven waraxe deals additional 1d3 acid damage on a hit.

Relentless Assault

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +3 While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon.

Wrath of Ancestor

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +3 Whenever this +3 thundersing dwarven waraxe is wielded by a dwarf, it grants the wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls.

Mighty Advisor

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +4 This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and damage the wielder might have.

Behemoth Chopper

Dwarven Waraxe Exotic 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing) +5 This +5 mithral necrotic dwarven waraxe grants its wielder a +4 moral bonus on attack and damage rolls against huge and bigger enemies.

Comforter

Earth Breaker Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Clarity

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +4 This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls.

Saviour

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +5 Each time this +5 mithral elven curve blade land a hit, it heals the wielder for 1 HP.

Bane of the Living

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +5 This +5 elven curve blade is a bane weapon against creature of every type except 

Insomniac Blade

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +5 Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. After a confirmed critical hit, the wielder gets +1 bonus to all saving throws until the end of the combat. The effects of multiple applications of this ability stack.

Second Chance

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +3 Whenever this +3 keen eleven curve blade misses an attack, the next attack made with it grains a +3 bonus on the attack roll. Multiple applications of this bonus stack until the weapon lands a hit.

Blinding Beauty

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +4 This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of thie blade lands their first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round.

Final Glance

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +4 This +4 shock eleven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of this blade lands the first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round.

Devitalizer

Elven Curve Blade Exotic 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) +5 This +5 cruel elder corrosive burst eleven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies.

Lifestopper

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +4 This +4 keen speed estoc grants its wielder the ability to cast waves of fatigue spell once per day as a 11th level wizard.

Forsaken Edge

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +2 This weapon is a +2 unholy estoc.

Hairsplitter

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +1 This weapon is a +1 agile estoc.

Blinding Light

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +5 This +5 estoc has a x3 critical multiplier. Whenever it confirms a critical hit, it has a chance to blind the target.

Estoc of Purity

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +1 This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit.

Nimble Edge

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +1 Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2 morale bonues to Dexterity, and each attack they make deals additional 1d4 piercing damage, for 2d3 rounds.

Crippling Kiss

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +3 Whenever this +3 keen estoc confirms a critical hit on an enemy, they suffers a stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the combat.

Destroyer of Planes

Estoc Exotic 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) +5 This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on evocation school spells.

Fervent Edge

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day as a 9th level cleric.

Decapitator

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +2 This weapon is a +2 keen furious falcata.

Lion's Claw

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 falcata has a critical range of 18-20.

Ceremonial Falcata

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +2 This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic damage.

Pain Channeler

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +2 This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks.

Nightmare

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +3 This +3 unholy falcata was corrupted by demons. It feeds on fear. Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage.

Disemboweler

Falcata Exotic 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing) +5 This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit.

Beastrender

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

Fury's Legacy

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

Tormentor

Falchion Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Dark Bidding

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +3 This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day as for 8 rounds.

Serpent Prince

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +3 This +3 corrosive fauchard has a higher critical hit multiplier.

Mastery

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +5 This +5 fauchard grants its wielder continuous effect of freedom of movement spell, immunity to trip and bull rush combat maneuvers, and a +5 enhancement bonus to CMB. Whenever the wielder successfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit.

Mighty Blow of Good

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +2 This weapon is a +2 evil outsider bane fauchard. If the wielder of this weapon has a good alignment, this fauchard grants them a +3 bonus on damage rolls against non-good creatures and becomes good-aligned.

Bearer of Sorrow

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +4 This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit.

Rushlight

Fauchard Exotic 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) +5 Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an enemy, they gain spell resistance equal to 11 + their character level for 3 rounds.

Mithral Flail +2

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

Tyrant

Flail Martial 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.

Demon's Terror

Flail Martial 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 Martial 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 Martial 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 Martial 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.

Tyrant

Flail Martial 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 False Hope

Flail Martial 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.

Flail of Lightburst

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

Heat of Battle

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

Second Execution

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

Trollreaper

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

Destroyer

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

Lethal Squall

Greataxe Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

The Crusher

Greatclub Simple 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.

Double Jeopardy

Greatclub Simple 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning) +2

Whenever the wielder of this +2 greatclub lands a hit against a new target with it for the first time, the next successful attack against the same target deals an additional 2d6 damage.

Placeholder note: Sold by Wilcer Garms

Durance

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

Nature's Choler

Greatclub Simple 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning) +3

Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy, enemies in a 15-foot area must pass a fortitude save (DC25) or suffer 2d6 piercing damage as little bugs are awakened and leave the rotten greatclub.

Placeholder note: Dropped by Thraz the Spinebreaker in the Ashen Grotto.

Spinebreaker

Greatclub Simple  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.

Greatclub of Sacred Cinders

Greatclub Simple 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.

Fly Swatter

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

Remnant

Greatsword Martial 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 Martial 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.

Numerian Greatsword

Greatsword Martial 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.

Fang of Malice

Greatsword Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Scorpion's Kiss

Handaxe Martial 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 Martial 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.

Grave Singer

Handaxe Martial 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.

Slaver's Fury

Handaxe Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Ankle Breaker

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

Mythslayer

Heavy Crossbow Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Vanguard

Heavy Flail Martial 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 Martial 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 Martial 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 Martial 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +2 This +2 heavy flail can be safely wielded only by non-good characters, when a good character equips this weapon they are perminately confused, only removable with a remove curse spell.  Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13) or suffer under the effects of the dominate spell for 1 turn

Heavy Flail of Weakness

Heavy Flail Martial 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 Martial 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 Martial 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 Martial 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 Martial 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning) +3 This is an intermediate step in relic creation.

Triumphant Noontide

Heavy Flail Martial 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.

Sanguineous Sundown

Heavy Flail Martial 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.

Heavy Flail of the Faultless Daybreak (Altered)

Heavy Flail Martial 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.

Alkaline Mace

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

Righteous Punishement

Heavy Mace Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Kneesplitter

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

Demolisher

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

Bulky Pick

Heavy Pick Martial 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 Martial 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.

Finger of the Heiress

Heavy Pick Martial 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 Martial 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 Martial 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.

Mad Sculptor

Heavy Pick Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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. 

Datura

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +3 Each time this +3 gnome hooked hammer lands a hit, the enemy has to pass a Will saving throw (DC 16) or fall asleep.

Honorable Judgement

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +2 If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during r round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage.

Gnome Hooked Hammer of Discipline

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +1 This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures.

Rebound

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +3 Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage.

Crushing Burden

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +5 Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted.

Wrecking Devil

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (Piercing) +5 Whenever the wielder of this +5 axiomatic nullifyng gnome hooked hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer a -3 penalty to AC for 3 rounds.

Finnean the Talking Weapon

Gnome Hooked Hammer Exotic 20(x3), 20(x2) 6 lbs 2 ft Melee 1d8/1d6 (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.

Quick Death

Javelin Simple 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 Simple 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 Simple 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.

Monastic Kama

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 This +3 kama has a chance to blind the opponent on a successful hit and grants its wielder the ability to cast molten orb spell twice per day as a 5th level wizard.

Monastic Kama (Altered)

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 kama grants its wielder a +2 dodge bonus to AC.

Persecutor

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day as a 7th level bard.

Talon of the Wise

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This weapon is a +2 agile kama.

Defense by Offence

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +2 This +2 mithral kama grants the wielder +1 dodge bonues to AC.

Heart of Iceberg

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +3 Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed for 1d4 rounds.

Maimer

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a -3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds.

Edge of Expulsion

Kama Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) +5 This +5 evil bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. It also allows its wielder to cast banishment spell twice per day as a 20th level cleric.

Gift of Death

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

Mother's Keen

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

Mother's Warmth

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

Weasel's Bite

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

Fiery Blood

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

Swift Injustice

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

Blizzard Touch

Kukri Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Greater Sting

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

Light Crossbow of Force

Light Crossbow Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Torpor

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

Momentum

Light Hammer Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Highwayman's Argument

Light Mace Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Lissom

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

Longbow of Erastil

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

Lucky Longbow

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

Nobleman's Amusement

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

Mirror Bow

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

Delamere's Bow

Longbow Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Dragonslayer

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

Singing Edge

Longspear Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Redeemer

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

Rageclaw

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

Unbound Blade

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

Longsword of Detriment

Longsword Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Radiance

Longsword Martial 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.

Ardent

Nunchaku Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Bludgeoning) +3 This +3 nunchaku grants the wielder a +5 competence bonus on Athletics skill checks.

Nunchaku +5

Nunchaku Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Bludgeoning) +5 +5 Nunchaku.

Odds Evener

Nunchaku Exotic 20(x2) 2 lbs 2 ft Melee 1d6 (Bludgeoning) +4 This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics skill checks and immunity to flanking. In addition, whenever the wielder is engaged in melee with more than one enemy, their weapon attacks deal additional 1d6 damage on hit.

Silent Whisperer

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

Prehistoric Tooth

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

Prowling Death

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

Staff of the Whispering Souls

Quarterstaff Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Putrid Blade

Rapier Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Speed Cold Iron Rapier +3

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

Tender Touch

Rapier Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Heart Piercer

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +3 This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat.

Tears of Blood

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +5 This +5 keen agile has a chance to stun the opponent on a successful hit and grants its wielder the ability to cast sirocco spell once per day as a 13th level wizard.

Steelwind

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +3 This +3 improved speed sai grants its wielder 2 additional attacks per round.

Ghost Sting

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +2 Whenever the wielder of this +2 keen sai confirms a critical hit with it, they are affected by the equivalent of the greater invisibility spell for 1d3 rounds.

Grasping Frost

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +3 Whenever the wielder of this +3 frost sai lands a hit, the enemy must pass a Fortitude saving throw (DC 25) or become slowed for 1d4 rounds and suffer a -1 penalty to AC for each round of slowing until the end of combat. This effect can be applied only once per enemy. It persists until the combat is over.

Impending Demise

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +5 The wielder of this +5 axiomatic sai automatically confirms critical hits against flanked enemies. This sai has a critical range of 18-20 instead of 20.

Electric Rose

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +5 Whenever the wielder of this +5 elder greater shock sai lands a sneak attack, the enemy must pass a Fortitude saving throw (DC 30) or become paralyzed for 3 rounds.

Sai of Ghostly Pathways

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +3 This is an intermediate step in relic creation.

Ancestral Retribution

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +4 Whenever you land a hit with this +4 thundering sai you gain +1 bonus for damage rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus can stack up uo +5.

Planar Navigation

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +3 Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12 piercing damage. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a Fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. You have total concealment against the outsider under this effect.

Clemency of Shadow

Sai Exotic 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) +4 Each time this +4 keen sai lands a sneak attack against a new living enemy, that enemy is infested with tiny spiders. These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. The enemy also suffers a -2 penalty to all saving throws until the end of the combat. The effects of multiple applications of this ability do not stack.

Finnean the Talking Weapon

Sai Exotic 20(x2) 1 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.

Divine Intervention

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

Jolt

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

Thundercrack

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

Blade of Order

Scimitar Martial 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 Martial 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 13) or become stunned for 1 round.

Scimitar of Wind

Scimitar Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Annihilator

Scythe Martial 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.

Hand of Damnation

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

Eternal Conduit

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

Penalty

Scythe Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Bane of Spirit

Scythe Martial 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.

Bane of Flesh

Scythe Martial 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.

Finnean the Talking Weapon

Scythe Martial 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 Martial 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.

Hunter's Assurance

Short Bow Martial 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) +3 Whenever the wielder of this +3 bleed composite shortbow confirms a critical hit with it, the enemy suffers a stacking -1 penalty to armor class until the end of combat.

Prowling Cat

Short Bow Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Deadly Ivy

Shortspear Simple 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.

Speed Corrossive Shortspear +4

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

Butterfly Hunter's Needle

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

Mourning

Shortspear Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Claw of Jistka

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

Nature's Will

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

Unexpected Resolution

Shortsword Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Chilly Midnight

Sickle Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Avalanche

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +3 This +3 frost halfing sling staff grants its wielder a +2 morale bonus to damage , and an ability to cast stone call spell once per day as a 7th level wizard.

Carefree Hunter

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +2 This +2 halfing sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks.

Venheance of the Meek

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +2 This weapon is a +2 giant bane sling staff.

Arsonist's Slingstaff

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +4 Whenever the wielder of this +4 flaming burst slingstaff casts a spell with fire descriptor, that spell deals +1 point of damage per die rolled.

Hazard

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +2 Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a Reflex (DC 14) saving throw or suffer a random penalty -1 to Will, Reflex or Fortitude saving throws until the end of combat. This effect stacks.

Nature's Agony

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +3 This +3 sling staff is imbued with nature's agony. Whenever the wielder enters combat the weapon shrieks and creaks. All enemies within a 30 feet range have to pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. This weapon also adds +2 to the DC for all saving throws against spells with sonic descriptor the wielder casts.

Decay Spreader

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +5 The wielder of this +5 corrosive sling staff gets a +2 bonus to damage rolls for every corpse within a 50 feet range from them.

Oak of Thunder

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +5 Whenever the wielder of this +5 thundering burst slingstaff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds.

Flame's Hatred

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +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

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +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

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) +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

Sling Staff Exotic 20(x3) 3 lbs 50 ft Ranged 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.

Spiked Defender

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

Dark Forest

Spear Simple 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 Simple 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 Simple 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 Simple 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 Simple 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 Simple 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.

Black Star

Starknife Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Thwarter

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +5 This +5 sacrifical tongi has a chance to stun creatures of evil alignment on critical hits and grants its wielder the ability to cast chain lightning spell once per day as a 11th level wizard.

Destroyer of the Corrupted

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +5 This weapon is a mithral tongi +5.

Dissolution

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +2 Whenever the wielder of this +2 corrosive tongi confirms a critical hit with it, the weapon deals additionally 2 acid damage until the end of the combat. This effect stacks.

Scream of Pain

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +3 Whenever the wielder of this +3 sound burst tongi lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become shaken for 1d3 rounds.

Rulebreaker

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +4 Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the enemy loses its dexterity bonus to AC for 1 round.

Indomitable Punisher

Tongi Exotic 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing) +5 This +5 aximatic shocking burst tongi grants its weared a +5 competence bonus to CMB.

Finnean the Talking Weapon

Tongi Exotic 19-20(x3) 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.

Bound Thunder

Trident Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Monster Hunter

Dwarven Urgrosh Exotic 20(x3) 12 lbs 2 ft Melee 1d8 (Slashing) +1 This _1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical beasts.

Certainty of Death

Dwarven Urgrosh Exotic 20(x3) 12 lbs 2 ft Melee 1d8 (Slashing) +3 Whenever this holy dwarven urgrosh lands a hit but doesn't deal any physical damage, the next hit deals force damage instead of the normal piercing or slashing weapon damage.

Torag's Wrath

Dwarven Urgrosh Exotic 20(x3) 12 lbs 2 ft Melee 1d8 (Slashing) +2 Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage.

Roaster

Dwarven Urgrosh Exotic 20(x3) 12 lbs 2 ft Melee 1d8 (Slashing) +5 Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage.

Wrath of the Creator

Dwarven Urgrosh Exotic 20(x3) 12 lbs 2 ft Melee 1d8 (Slashing) +5 This +5 keen construct bane dwarven urgrosh grants its wielder a +6 insight bonus on Initiative rolls, increases base speed by 10 feet and grants a +2 dodge bonus to AC against Huge and bigger enemies.

Finnean the Talking Weapon

Dwarven Urgrosh Exotic 20(x3) 12 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.

Fireborn Warhammer

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

Chaos Hammer

Warhammer Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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 Martial 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.

Twin Crystals

Double Swords Exotic 17-20(x2) 10 lbs ??? 1d8 (Slashing) +5 This +5 agile keen two-bladed sword deals force damage instead of physical damage.

The Debilitator

Double Swords Exotic 19-20(x2) 10 lbs ??? 1d8 (Slashing) +3 Whenever the wielded of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. This effect can't lower an ability below 7.

Winter's Mark

Double Swords Exotic 19-20(x2) 10 lbs ??? 1d8 (Slashing) +5 Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the firsrt time, the enemy suffers additional 2d6 cold damage. Whenever the wielder hits a Large or bigger enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or be surrounded with a frot aura, making all other enemis in a 15-feet radius become vulnerable to cold damage for 3 rounds.

Havoc Harbinger

Double Swords Exotic 15-20(x2) 10 lbs ??? 1d8 (Slashing) +5 This +5 keen anarchic double sword has its critical range increased to 18-20. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments.

Disfigured Angel

Glaive           +5 This weapon is a +5 adamantine glaive. Whenever it is used to attack an evil-aligned creature, it grants the wielder a +5 bonus to the attack roll and deals additional 2d10 slashing damage on hit. Whenever it lands a hit, the target suffers a stacking -1 penalty to AC until the end of combat. The wielder suffers a -6 penalty to Charisma ability score. Whenever the wielder makes an attack with this weapon, it deals them 1d6 slashing damage.

Mutilated Angel

Glaive           +5 This weapon is a +5 adamantine glaive. Whenever the wielder uses it to attack an evil creature, it grants a +5 bonus to the attack roll, and deals additionally 1d12 slashing damage on hit. Whenever this weapon lands a hit, it inflicts a -1 penalty to AC until the end of combat. This penalty stacks up to -5. The wielder takes a -3 penalty to their Charisma ability score.

Splintershred

Greataxe           +5 The wielder of this +5 adamantine greataxe can use a standard action to make a melee attack against any enemy with a 30 feet range. If that attack hits, the target must make a successful Fortitude save (DC 30) or become prone.

Evercold

Heavy Crossbow           +1 Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. If both attacks hit, the target must make a Fortitude saving throw (DC 25) or take additional 2d6 cold damage and become staggered for 1 round.

Silver Hawk

Light Crossbow           +1 Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius.

Excruciating Remorse

Longsword           +5 Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire damage and 1d8 negative energy damage.

Iron Prayer

Longsword           +1 Whenever this +1 cold iron longsword is used to attack a demon, it gains a +2 enhancement bonus to the attack roll and deals extra 1d10 of slashing damage on hit.

The Beacon of Innocence

Longsword           +2 This weapon is a +2 holy evil outsider bane cold iron longsword.

The Priceless Woe

Longsword           +5 The blade of this +5 vorpal unholy longsword bears the words etched in dark bile: "My treasury is my prison". Whenever it lands a hit, the target must make a successful Fortitude saving throw (DC = 15 + the wielder's character level), or be imprisoned in crystal for 1 round. This condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis.

Kapao

Nunchaku           +1 When this +1 heartseeker nunchaku is wielded by a monk, it grants its wielder a +5 enhancement bonus to CMD and CMB.

Jab Stab

Punching Dagger           +1 Whenever this +1 ghost touch punching dagger lands a sneak attack, it deals additional 2d6 of piercing damage, which also multiplies on a critical hit.

Conjurer's Rage

Quarterstaff           +4 Whenever the wielder of this +4 quarterstaff casts any summon monster spell, all summoned creatures gain a +6 competence bonus to Strength, Dexterity and Constitution ability scores.

Bonesnatcher

Scythe           +5 Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional precision damage.

Facesmasher

Warhammer           +3 This +3 furyborn keen warhammer has a doubled critical threat range. Whenever it threatens a critical hit against a Medium sized creature, it is automatically confirmed. Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or become staggered for 1 round.

 

 

This table includes all Weapon Types and their respective statistics.

Quick Search of All Feats

Name
Proficiency Group
Handling
Critical Hit
Weight
Reach
Damage (modified by Size)
Special
Bardiches Martial Two-Handed 19-20(x2) 14 lbs 6 ft Melee 1d10 (Slashing) Reach Weapon
Bastard Swords Exotic One-Handed 19-20(x2) 6 lbs 2 ft Melee 1d10 (Slashing)  
Battleaxes Martial One-Handed 20(x3) 6 lbs 2 ft Melee 1d8 (Slashing)  
Clubs Simple One-Handed 20(x2) 3 lbs 2 ft Melee 1d6 (Bludgeoning)  
Daggers Simple Light 19-20(x2) 1 lbs 2 ft Melee 1d4 (Piercing) Finesse Wielding
Darts Simple Light 20(x2) 0.5 lbs 20 ft Ranged 1d4 (Piercing) Strength
Orc Double Axes Exotic Two-Handed 20(x3) 15 lbs 2 ft Melee 1d8/1d8 (Slashing) Double Weapon
Two-Bladed Swords Exotic Two-Handed 19-20(x2) 10 lbs 2 ft Melee 1d8/1d8 (Slashing) Double Weapon
Dueling Swords Exotic One-Handed 19-20(x2) 3 lbs 2 ft Melee 1d8 (Slashing) Finesse Wielding
Dwarven Urgrosh Exotic Two-Handed 20(x3) 12 lbs 2 ft Melee 1d8/1d6 (Slashing, Piercing) Double Weapon
Dwarven Waraxes Exotic One-Handed 20(x3) 8 lbs 2 ft Melee 1d10 (Slashing)  
Earth Breaker Martial Two-Handed 20(x3) 14 lbs 2 ft Melee 2d6 (Bludgeoning)  
Elven Curve Blade Exotic Two-Handed 18-20(x2) 7 lbs 2 ft Melee 1d10 (Slashing) Finesse Wielding
Estoc Exotic One-Handed 18-20(x2) 4 lbs 2 ft Melee 2d4 (Piercing) Finesse Wielding
Everburning Torch Simple Light 20(x2) 1 lbs 2 ft Melee 1d3 (Bludgeoning) +1 Fire  
Falcatas Exotic One-Handed 19-20(x3) 4 lbs 2 ft Melee 1d8 (Slashing)  
Falchions Martial Two-Handed 18-20(x2) 8 lbs 2 ft Melee 2d4 (Slashing)  
Fauchards Exotic Two-Handed 18-20(x2) 10 lbs 6 ft Melee 1d10 (Slashing) Reach Weapon
Flails Martial One-Handed 20(x2) 5 lbs 2 ft Melee 1d8 (Bludgeoning)  
Glaives Martial Two-Handed 20(x3) 10 lbs 6 ft Melee 1d10 (Slashing) Reach Weapon
Gnome Hooked Hammers Exotic Two-Handed 20(x3), 20(x4) 6 lbs 2 ft Melee 1d8/1d6 (Bludgeoning, Piercing) Double Weapon
Greataxes Martial Two-Handed 20(x3) 12 lbs 2 ft Melee 1d12 (Slashing)  
Greatclubs Simple Two-Handed 20(x2) 8 lbs 2 ft Melee 1d10 (Bludgeoning)  
Greatswords Martial Two-Handed 19-20(x2) 8 lbs 2 ft Melee 2d6 (Slashing)  
Handaxes Martial Light 20(x3) 3 lbs 2 ft Melee 1d6 (Slashing) Finesse Wielding
Heavy Crossbows Simple Two-Handed 19-20(x2) 8lbs 50 ft Ranged 1d10 (Piercing)  
Heavy Flails Martial Two-Handed 19-20(x2) 10 lbs 2 ft Melee 1d10 (Bludgeoning)  
Heavy Maces Simple One-Handed 20(x2) 6 lbs 2 ft Melee 1d8 (Bludgeoning)  
Heavy Picks Martial One-Handed 20(x4) 6 lbs 2 ft Melee 1d6 (Piercing)  
Javelins Simple One-Handed 20(x2) 2 lbs 30 ft Ranged 1d6 (Piercing) Strength
Kamas Exotic Light 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) Finesse Wielding, Monk Weapon
Kukris Martial Light 18-20(x2) 2 lbs 2 ft Melee 1d4 (Slashing) Finesse Wielding
Light Crossbows Simple Two-Handed 19-20(x2) 4 lbs 50 ft Ranged 1d8 (Piercing)  
Light Hammers Martial Light 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) Finesse Wielding
Light Maces Simple Light 20(x2) 4 lbs 2 ft Melee 1d4 (Bludgeoning) Finesse Wielding
Light Picks Martial Light 20(x4) 3 lbs 2 ft Melee 1d4 (Piercing) Finesse Wielding
Longbows Martial Two-Handed 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing)  
Longspears Simple Two-Handed 20(x3) 9 lbs 6 ft Melee 1d8 (Piercing) Reach Weapon
Longswords Martial One-Handed 19-20(x2) 4 lbs 2 ft Melee 1d8 (Slashing)  
Nunchakus Exotic Light 20(x2) 2 lbs 2 ft Melee 1d6 (Bludgeoning) Finesse Wielding, Monk Weapon
Punching Daggers Simple Light 20(x3) 1 lbs 2 ft Melee 1d4 (Piercing) Finesse Wielding
Quarterstaves Simple Two-Handed 20(x2) 4 lbs 2 ft Melee 1d6 (Bludgeoning) Monk Weapon
Rapiers Martial One-Handed 18-20(x2) 2 lbs 2 ft Melee 1d6 (Piercing) Finesse Wielding
Sais Exotic Light 20(x2) 1 lbs 2 ft Melee 1d4 (Bludgeoning) Finesse Wielding, Monk Weapon
Scimitars Martial One-Handed 18-20(x2) 4 lbs 2 ft Melee 1d6 (Slashing)  
Scythes Martial Two-Handed 20(x4) 10 lbs 2 ft Melee 2d4 (Slashing)  
Shortbows Martial Two-Handed 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing)  
Shortspears Simple One-Handed 20(x2) 3 lbs 2 ft Melee 1d6 (Piercing)  
Shortswords Martial Light 19-20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) Finesse Wielding
Sickles Simple Light 20(x2) 2 lbs 2 ft Melee 1d6 (Slashing) Finesse Wielding
Sling Staves Exotic Two-Handed 20(x3) 3 lbs 50 ft Ranged 1d8 (Bludgeoning) Strength
Spears Simple Two-Handed 20(x3) 6 lbs 2 ft Melee 1d8 (Piercing)  
Starknives Martial Light 20(x3) 3 lbs 2 ft Melee 1d4 (Piercing) Finesse Wielding
Throwing Axes Martial Light 20(x2) 2 lbs 30 ft Ranged 1d6 (Slashing) Strength
Tongis Exotic One-Handed 19-20(x3) 2 lbs 2 ft Melee 1d6 (Piercing)  
Tridents Martial One-Handed 20(x2) 4 lbs 2 ft Melee 1d8 (Piercing)  
Warhammers Martial One-Handed 20(x3) 5 lbs 2 ft Melee 1d8 (Bludgeoning)  
Composite Longbows Martial Two-Handed 20(x3) 3 lbs 50 ft Ranged 1d8 (Piercing) Composite
Composite Shortbows Martial Two-Handed 20(x3) 2 lbs 40 ft Ranged 1d6 (Piercing) Composite

 

Some Weapons may have magic properties imbued into them. These properties can be noticed by the precence of one of the following enchantments on the weapon's name.

Quick Search of All Feats

Name
Description
Agile Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier (whichever is higher). This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons.
Anarchic An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment.
Arcane Inscriptions Owner of this item gets +2 enhancement bonus to attack with touch spells.
Axiomatic An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures.
Bane A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
Beguiling The wielder of this weapon gets a +4 bonus to Persuasion skill checks.
Blessed Weapon All critical hit rolls against evil foes are automatically successful.
Breaker of Wills Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute.
Brilliant Energy A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.
Composite This feature allows you to add your Strength bonus to damage with a bow.
Corrosive Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit.
Cruel When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature is sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 5 minutes.
Death Reservoir Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage.
Destructive Critical modifier of this weapon is increased by 1.
Deteriorative Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit.
Elite Expertise Wielder of this weapon performs ranged attacks as if they had Point-Blank Shot and Precise Shot feats.
Enhancement +n Attacks with this weapon get +n enhancement bonus on both attack and damage rolls.
Extinguisher Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus.
Eye Gouger Whenever you score a critical hit with this weapon, your opponent becomes permanently blinded. A successful Fortitude save DC 15 reduce the duration for 1 round.
Fire Gemstone This staff contains six charges that are replenished each day. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray.
Flaming Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit.
Freezing Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit.
Furious A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal.
Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons.
Greater Corrosive Weapon deals an extra 2d6 points of acid damage on a successful hit.
Greater Flaming Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit.
Greater Frost Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit.
Greater Necrotic Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit.
Greater Shock Improved shock weapon is sheathed in crackling electricity that deals an extra 2d6 points of electricity damage on a successful hit.
Greater Speed When making a full attack, the wielder of a speed weapon may make two extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)
Heavy Blow Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. A successful Fortitude DC 17 save reduces this to staggered for 1 round. These effects do not stack. Additional hits instead add to the duration.
Holy A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment.
Impervious The wielder of this weapon gets DR 5/piercing.
Improved Critical Multiplier Increases weapon's critical multiplier by one.
Incinerating Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit.
Keen Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon.
Lethal Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon.
Longshank Bane A bane weapon excels against certain foes. Against a designated foe. This weapon is designated against Giants, Humans, Elves, Orcs and other humanoids goblins call longshank. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
Loyal A loyal weapon refuses to damage the allies of its weilder. Weapon's enhancement bonus is reduced by -5 against friendly targets.
Necrotic Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a successful hit.
Necrotic Burst This weapon deals an additional 1d6 negative damage on hit. In addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of negative energy damage instead, and if multiplier is x4, add an extra 3d10 points of negative energy damage.
Nullifying This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature's spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by 2. Multiple hits from a nullifying weapon stack.
Oversized Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls.
Poison Resistance A +4 bonus on all saving throws against poison.
Runic Mageblade When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus.
Sacrificial Against a helpless foe, the weapon's enhancement bonus is +2 better than its actual bonus.
Shock Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit.
Slowdown Whenever you score a hit with this weapon, your opponent becomes slowed for 1d4 rounds. A successful Will DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration.
Speed When making a full attack, the wielder of a speed weapon may make one extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)
Strength This feature allows you to add your Strength bonus to damage with a bow.
The luck of the draw Critical multiplier of this weapon is x4 instead of x3.
Thundering A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage.
Torpor Whenever you score a hit with this weapon, your opponent becomes stunned for 1 round. A successful Fortitude DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration.
Ultrasound An ultrasound weapon creates a hardly hearable noise whenever it strikes a target, dealing an extra 2d6 points of sonic damage.
Unfair Advantage Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds.
Unholy A unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment.
Unstoppable This weapon ignores all damage reduction and immunities.
Unyielding The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects.
Venomous Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 Widsom damage and dazed a target for 1 round.
Vicious When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
Wrath of the Bear God Any creature struck by a critical hit, either from a natural attack or from this scimitar, becomes a target of lightning, as per the Call Lightning Strom spell (5d6 damage, 24 DC Reflex half).
All natural attacks from both the wielder of this scimitar and the wielder's animal companion have concussive and shocking modifier applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10.

 




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