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Base Weapons (Critical Specializations) | Basic Magic Weapons | Precious Material Weapons | Specific Magic Weapons


Critical Specialization Effects

Source Core Rulebook pg. 283 2.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Click here for the full rules on Critical Specialization Effects.

Axe

Source Core Rulebook pg. 283 2.0
Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.

Weapons Adze, Battle Axe, Boarding Axe, Dwarven War Axe, Greataxe, Hand Adze, Hatchet, Mambele, Orc Necksplitter

Bomb

Source Core Rulebook pg. 284 2.0
Increase the radius of the bomb’s splash damage (if any) to 10 feet.

Weapons Alchemical Bomb

Bow

Source Core Rulebook pg. 284 2.0
If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Weapons Alchemical Crossbow, Arrows, Bolts, Composite Longbow, Composite Shortbow, Crossbow, Daikyu, Hand Crossbow, Heavy Crossbow, Longbow, Magazine (Repeating Hand Crossbow), Repeating Hand Crossbow, Shortbow, Taw Launcher, Wooden Taws

Brawling

Source Core Rulebook pg. 284 2.0
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.

Weapons Fangwire, Fist, Gauntlet, Spiked Gauntlet, Tekko-kagi

Club

Source Core Rulebook pg. 284 2.0
You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Weapons Aklys, Battle Lute, Bo Staff, Club, Exquisite Sword Cane Sheath, Gaff, Greatclub, Juggling Club, Khakkara, Light Mace, Mace, Morningstar, Nightstick, Nunchaku, Rungu, Sap, Staff

Dart

Source Core Rulebook pg. 284 2.0
The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

Weapons Blowgun, Blowgun Darts, Dart, Javelin, Shuriken, Stiletto Pen, Tamchal Chakram

Flail

Source Core Rulebook pg. 284 2.0
The target is knocked prone.

Weapons Bladed Diabolo, Bladed Scarf, Combat Grapnel, Fire Poi, Flail, Gnome Flickmace, Meteor Hammer, Monkey's Fist, Poi, Scorpion Whip, Scourge, Shauth Lash, Spiked Chain, Urumi, War Flail, Whip, Whip Claw

Hammer

Source Core Rulebook pg. 284 2.0
The target is knocked prone.

Weapons Gnome Hooked Hammer, Light Hammer, Maul, Warhammer

Knife

Source Core Rulebook pg. 284 2.0
The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.

Weapons Bladed Hoop, Clan Dagger, Claw Blade, Dagger, Fighting Fan, Kama, Katar, Kukri, Main-gauche, Orc Knuckle Dagger, Sai, Shauth Blade, Shears, Sickle, Starknife, Throwing Knife, War Razor, Wish Knife

Pick

Source Core Rulebook pg. 284 2.0
The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.

Weapons Greatpick, Light Pick, Ogre Hook, Pick, Tricky Pick

Polearm

Source Core Rulebook pg. 284 2.0
The target is moved 5 feet in a direction of your choice. This is forced movement.

Weapons Boarding Pike, Fauchard, Glaive, Guisarme, Halberd, Horsechopper, Naginata, Ranseur, Scythe

Shield

Source Core Rulebook pg. 284 2.0
You knock the target back from you 5 feet. This is forced movement.

Weapons Shield Bash, Shield Boss, Shield Spikes

Sling

Source Core Rulebook pg. 284 2.0
The target must succeed at a Fortitude save against your class DC or be stunned 1.

Weapons Bola, Halfling Sling Staff, Sling, Sling Bullets, Thunder Sling

Spear

Source Core Rulebook pg. 284 2.0
The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.

Weapons Filcher's Fork, Gill Hook, Lance, Longspear, Spear, Trident

Sword

Source Core Rulebook pg. 284 2.0
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Weapons Aldori Dueling Sword, Bastard Sword, Buugeng, Dogslicer, Elven Curve Blade, Exquisite Sword Cane, Falchion, Greatsword, Katana, Khopesh, Longsword, Machete, Nine-Ring Sword, Polytool, Rapier, Rhoka Sword, Sawtooth Saber, Scimitar, Shortsword, Sword Cane, Temple Sword, Tengu Gale Blade, Wakizashi, Wish Blade