So I'm spending at least two feats just to be effective with a weapon that is supposed to be basic and easy to use. Prerequisite: Base attack bonus +1.. Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. Reach weapons are good for characters who need to defend weaker characters because they make it more difficult for enemies to move past you without being attacked. Weapons fall under three proficiency groups: Simple, Martial, and Exotic Weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). So correct me if I'm wrong. You can use the Weapon Finesse Feat with light weapons to use your Dexterity bonus for attack rolls instead of your Strength modifier, but not for the damage modifier. Table: Starting Character Wealth lists the starting gold piece values by class. Although most of the weapons in the Pathfinder Roleplaying Game take their inspiration from medieval European weaponry and Western fantasy traditions, there's much more to the world of weapons and armor than sword-wielding knights in plate mail. It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on the following weapon tables), and a character who does so takes a –4 penalty on the attack roll. Martial Weapons typically do more damage than Simple Weapons, and some Martial weapons have special rules which give the user bonuses when attempting to use Trip, Disarm, or other Combat Maneuvers. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. The full list of Weapons is available on the Weapons page of the Pathfinder SRD. The real importance, however, is that the off hand weapon reaps the benefits of the modifiers and enhancement that the first attack would get. The penalty for your primary hand lessens by … Greater Weapon Specialization [Level 15] Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 … These columns give the base damage dealt by the weapon on a successful hit. A character can fight with both ends of a double weapon as if fighting with two weapons, but she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they’re summarized here, followed by the rules for weapons and dozens of weapon choices. All magic weapons are automatically considered to be of masterwork quality. Browse other questions tagged weapons pathfinder-2e or ask your own question. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. All weapons deal hit point damage. Halve this number for Small weapons; double it for Large weapons. Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed Weapons in the time it would normally take you to draw one. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling. Hmm, yeah. Show activity on this post. If sneak attack is successful you get 1d6 for each weapon since double slice adds the enhancement to the offhand weapon as well. Some weapons have a special weight. Fragile: Fragile weapons cannot take the beating that sturdier weapons can. 136 You can fight with a weapon wielded in each of your hands. Sometimes objects not crafted to be weapons nonetheless see use in combat— commonly bottles, chair legs, stray femurs, and that sort of thing. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Some double weapons' heads deal triple and quadruple damage on a critical hit. Masterwork ammunition is damaged (and effectively destroyed) when used. Dire flails, gnome hooked hammers, and two-bladed swords are examples of double weapons. 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