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Critical Specialization Effects

Source Player Core pg. 283 2.0
Certain effects can grant you 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 Player Core 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 striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.

Weapons Adze, Battle Axe, Battle Saddle, Boarding Axe, Butchering Axe, Dwarven Waraxe, Greataxe, Hand Adze, Hatchet, Mambele, Orc Necksplitter

Bomb

Source Player Core pg. 283 2.0
Increase the radius of the bomb's splash damage (if any) to 10 feet.

Weapons Alchemical Bomb

Bow

Source Player Core pg. 283 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, Backpack Ballista Bolts, Bolts, Bolts (Phalanx Piercer), Bow Staff, Composite Longbow, Composite Shortbow, Crescent Cross, Daikyu, Gakgung, Gauntlet Bow, Hongali Hornbow, Lancer, Longbow, Mikazuki, Phalanx Piercer, Repeating Crossbow Magazine, Repeating Hand Crossbow Magazine, Repeating Heavy Crossbow Magazine, Rotary Bow, Shield Bow, Shortbow, Sukgung, Taw Launcher, Wooden Taws

Brawling

Source Player Core pg. 283 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 Bladed Gauntlet, Fangwire, Fist, Gauntlet, Knuckle Duster, Pantograph Gauntlet, Spiked Gauntlet, Tekko-Kagi, Thorn Whip, Tonfa

Club

Source Player Core pg. 283 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, Boomerang, Clockwork Macuahuitl, Club, Cruuk, Exquisite Sword Cane Sheath, Fighting Stick, Frying Pan, Gada, Gaff, Greatclub, Griffon Cane, Juggling Club, Khakkara, Leiomano, Light Mace, Mace, Morningstar, Nightstick, Nunchaku, Probing Cane, Reinforced Frame, Reinforced Stock, Rungu, Sap, Staff, Tetsubo, Thundermace, Whipstaff

Crossbow

Source Player Core pg. 283 2.0
The target takes 1d8 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.

Weapons Arbalest, Backpack Ballista, Crossbow, Hand Crossbow, Heavy Crossbow, Repeating Crossbow, Repeating Hand Crossbow, Repeating Heavy Crossbow

Dart

Source Player Core pg. 283 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 Atlatl, Blowgun, Blowgun Darts, Chakri, Dart, Dart Umbrella, Harpoon, Javelin, Rope Dart, Shuriken, Stiletto Pen, Tamchal Chakram, Wrist Launcher

Firearm

Source Guns & Gears pg. 152 2.0
The target must succeed at a Fortitude save against your class DC or be stunned 1.

Weapons 8-Round Magazine, Air Repeater, Arquebus, Axe Musket, Barricade Buster, Big Boom Gun, Black Powder Knuckle Dusters, Blunderbuss, Cane Pistol, Clan Pistol, Coat Pistol, Dagger Pistol, Double-barreled Musket, Double-Barreled Pistol, Dragon Mouth Pistol, Dueling Pistol, Dwarven Scattergun, Explosive Dogslicer, Fire Lance, Firearm Ammunition (10 rounds), Firearm Ammunition (5 rounds), Flingflenser, Flintlock Musket, Flintlock Pistol, Gnome Amalgam Musket, Gun Sword, Hammer Gun, Hand Cannon, Harmona Gun, Jezail, Long Air Repeater, Mace Multipistol, Magazine (Air Repeater), Magazine (Long Air Repeater), Mithral Tree, Pepperbox, Piercing Wind, Rapier Pistol, Shield Pistol, Shobhad Longrifle, Slide Pistol, Spoon Gun, Three Peaked Tree, Triggerbrand

Flail

Source Player Core pg. 283 2.0
The target is knocked prone unless they succeed at a Reflex save against your class DC.

Weapons Bladed Diabolo, Bladed Scarf, Combat Grapnel, Combat Lure, Dwarven Dorn-Dergar, Fire Poi, Flail, Flying Talon, Gnome Flickmace, Meteor Hammer, Monkey's Fist, Poi, Sansetsukon, Scorpion Whip, Scourge, Shauth Lash, Spiked Chain, Spirit Thresher, Three-Section Naginata, Urumi, War Flail, Whip, Whip Claw

Hammer

Source Player Core pg. 283 2.0
The target is knocked prone unless they succeed at a Fortitude save against your class DC.

Weapons Earthbreaker, Gnome Hooked Hammer, Light Hammer, Long Hammer, Maul, Warhammer

Knife

Source Player Core pg. 283 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 Bayonet, Bladed Hoop, Chakram, Clan Dagger, Claw Blade, Corset Knife, Dagger, Feng Huo Lun, Fighting Fan, Flyssa, Kama, Karambit, Katar, Kris, Kukri, Kusarigama, Lion Scythe, Main-gauche, Orc Knuckle Dagger, Piranha Kiss, Sai, Scizore, Shauth Blade, Shears, Sickle, Starknife, Throwing Knife, Tri-Bladed Katar, Visap, War Razor, Wheel Spikes, Wish Knife

Pick

Source Player Core pg. 283 2.0
The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.

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

Polearm

Source Player Core pg. 283 2.0
The target is moved 5 feet in a direction of your choice. This is forced movement.

Weapons Bec de Corbin, Boarding Pike, Capturing Spetum, Donchak, Fauchard, Glaive, Guisarme, Halberd, Horsechopper, Naginata, Ranseur, Scythe

Shield

Source Player Core pg. 283 2.0
You knock the target back from you 5 feet. This is forced movement.

Weapons Shield Bash, Shield Boss, Shield Spikes

Sling

Source Player Core pg. 283 2.0
The target must succeed at a Fortitude save against your class DC or be stunned 1.

Weapons Backpack Catapult, Backpack Catapult Stones, Bola, Halfling Sling Staff, Sling, Sling Bullets, Spray Pellet, Spraysling, Sun Shot, Sun Sling, Thunder Sling, Thunder Sling, Wrecker

Spear

Source Player Core pg. 283 2.0
The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.

Weapons Breaching Pike, Broadspear, Dancer's Spear, Dueling Spear, Elven Branched Spear, Filcher's Fork, Forked Bipod, Gill Hook, Injection Spear, Lance, Longspear, Spear, Trident, War Lance

Sword

Source Player Core pg. 283 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, Asp Coil, Bastard Sword, Butterfly Sword, Buugeng, Chain Sword, Dandpatta, Dogslicer, Elven Curve Blade, Exquisite Sword Cane, Falcata, Falchion, Greatsword, Hook Sword, Jiu Huan Dao, Kalis, Katana, Khopesh, Longsword, Machete, Nodachi, Panabas, Polytool, Rapier, Rhoka Sword, Sawtooth Saber, Scimitar, Shortsword, Sickle-Saber, Spiral Rapier, Sword Cane, Talwar, Temple Sword, Tengu Gale Blade, Umbrella Injector, Wakizashi, Wheel Blades, Wish Blade, Zulfikar