Custom Weapons

Not all weapons are created equal in Pathfinder. This leads to an unfortunate consequence of limiting the variety of weapons seen at play. When a character can use a longsword, there's little reason to use a light flail mechanically. So the following rules are to unify the different weapon options a character has.

When building a character, select a weapon profile below and fluff the weapon to fit the character's fighting style. You may chose for the weapon to be named (and thus work with feats and fighter weapon groups) of any other weapon that has the same or worse proficiency, the same handedness, and at least the same damage type (although the Extra Damage Type trait can add more damage types). The weapon's name must also match the original melee or ranged aspect (e.g. you cannot chose a ranged weapon profile and then call it a longsword). For instance, a character can chose any of the exotic one handed melee weapon profiles and call it the Aldori Dueling Sword, then use it with feats that reference the Aldori Dueling Sword. Racial weapon familiarity (such as Elven Weapon Familiarity) applies only to weapon names that already exist. Creating a new weapon and calling it an Elven Hammer does not make it a traditional elven weapon.

All characters start play with their chosen weapon. This weapon cannot be sold, but can be upgraded to masterwork quality by paying 300 gp (or having the appropriate company venture dedicate time and 100 gp to upgrade it). Only manufactured weapons can be upgraded to masterwork, natural weapons cannot. Characters can acquire more copies of their chosen weapon, or gain new weapon profiles for new weapons by spending a day of downtime.

Much of this system is derived from the Weapon Creation rules found in the Weapon Master's Handbook.

## Simple Weapons

### Light Melee (2 lbs)

**Basic:** **Dmg** (M) 1d6; **Critical** ×2; **Type** any one (B, P, S); 1 Trait

**High Crit:** **Dmg** (M) 1d4; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 1 Trait

### One-Handed Melee (3 lbs)

**Basic:** **Dmg** (M) 1d8; **Critical** ×2; **Type** any one (B, P, S); 1 Trait

**High Crit:** **Dmg** (M) 1d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 1 Trait

### Two-Handed Melee (4 lbs)

**Basic:** **Dmg** (M) 1d10; **Critical** ×2; **Type** any one (B, P, S); 1 Trait

**High Crit:** **Dmg** (M) 1d8; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 1 Trait

**Reach:** **Dmg** (M) 1d8; **Critical** ×2; **Type** any one (B, P, S); Reach, 1 Trait

### Ranged (4 lbs)

Ranged weapon profiles require 2 hands to fire and reload.

**Slow:** **Dmg** (M) 1d10; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Full-round; **Range** 120 ft; 1 Trait

**Fast:** **Dmg** (M) 1d8; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Move; **Range** 80 ft; 1 Trait

## Martial Weapons

### Light Melee (2 lbs)

**Basic:** **Dmg** (M) 1d8 or 2d4; **Critical** ×2; **Type** any one (B, P, S); 2 Traits

**Medium Crit:** **Dmg** (M) 1d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 2 Traits

**High Crit:** **Dmg** (M) 1d4; **Critical** 18-20/x2 or ×4; **Type** any one (B, P, S); 2 Traits

### One-Handed Melee (3 lbs)

**Basic:** **Dmg** (M) 1d10; **Critical** ×2; **Type** any one (B, P, S); 2 Traits

**Medium Crit:** **Dmg** (M) 1d8 or 2d4; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 2 Traits

**High Crit:** **Dmg** (M) 1d6; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); 2 Traits

### Two-Handed Melee (4 lbs)

**Basic:** **Dmg** (M) 1d12 or 2d6; **Critical** ×2; **Type** any one (B, P, S); 3 Traits

**Medium Crit:** **Dmg** (M) 1d12 or 2d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 2 Traits

**High Crit:** **Dmg** (M) 1d8 or 2d4; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); 2 Traits

**Reach:** **Dmg** (M) 1d10; **Critical** 19-20/x2 or ×3; **Type** any one (B, P, S); Reach, 2 Traits

### Ranged (4 lbs)

Ranged weapon profiles require 2 hands to fire and reload.

**Slow:** **Dmg** (M) 1d12 or 2d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Full-round; **Range** 120 ft; 2 Traits

**Fast:** **Dmg** (M) 1d10; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Move; **Range** 80 ft; 2 Traits

**No-Reload:** **Dmg** (M) 1d8; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Free; **Range** 120 ft; 2 Traits

## Exotic

### Light Melee (2 lbs)

**Medium Crit:** **Dmg** (M) 1d8 or 2d4; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 3 Traits

**High Crit:** **Dmg** (M) 1d6; **Critical** 18-20/x2 or ×4; **Type** any one (B, P, S); 3 Traits

**Reach:** **Dmg** (M) 1d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); Reach, 3 Traits

### One-Handed Melee (3 lbs)

**Basic:** **Dmg** (M) 1d12 or 2d6; **Critical** ×2; **Type** any one (B, P, S); 3 Traits

**Medium Crit:** **Dmg** (M) 1d10; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 3 Traits

**High Crit:** **Dmg** (M) 1d8 or 2d4; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); 3 Traits

**Reach:** **Dmg** (M) 1d8 or 2d4; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); Reach, 3 Traits

### Two-Handed Melee (4 lbs)

**Medium Crit:** **Dmg** (M) 1d12 or 2d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); 3 Traits

**High Crit:** **Dmg** (M) 1d10; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); 3 Traits

**Reach:** **Dmg** (M) 1d12 or 2d6; **Critical** 19-20/x2 or ×3; **Type** any one (B, P, S); Reach, 3 Traits

### Ranged (4 lbs)

Ranged weapon profiles require 2 hands to fire and reload.

**Slow (Medium Crit):** **Dmg** (M) 1d12 or 2d6; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Full-round; **Range** 120 ft; 3 Traits

**Fast (Medium Crit):** **Dmg** (M) 1d10; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Move; **Range** 80 ft; 3 Traits

**No-Reload (Medium Crit):** **Dmg** (M) 1d8 or 2d4; **Critical** 19-20/×2 or x3; **Type** any one (B, P, S); **Reload** Free; **Range** 80 ft; 3 Traits

**Slow (High Crit):** **Dmg** (M) 1d10; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); **Reload** Full-Round; **Range** 120 ft; 3 Traits

**Fast (High Crit):** **Dmg** (M) 1d8 or 2d4; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); **Reload** Move; **Range** 80 ft; 3 Traits

**No-Reload (High Crit):** **Dmg** (M) 1d6; **Critical** 18-20/×2 or x4; **Type** any one (B, P, S); **Reload** Free; **Range** 80 ft; 3 Traits

## Natural

All natural weapons come with the Attached trait applied to it, but cannot take the Feature trait. Instead, the Feature (natural) trait may be chosen from. To determine the damage dice of the attack, use either the Natural Attacks by Size table corresponding to the appropriate natural attack or the damage dice provided by the feature that grants the natural attack (if any).

### Light Melee (0 lbs)

**Basic: Dmg** (M) see above; **Critical** x2; **Attack Type** secondary; **Damage Type** any one (B, P, S); 3 Traits

## Traits

Each weapon profile comes with a number of floating traits that can be selected from the following list.

### Attached

The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by spending a second trait.

### Concealed

The weapon is easy to hide, granting the wielder a +2 bonus on Sleight of Hand checks to conceal it. Only light and one-handed melee weapons can have this trait. Ranged weapons with the One-Handed trait may also have this trait.

### Double

This trait can be applied to a One-Handed melee weapon profile. Doing so turns the weapon into a two-handed weapon with the double quality. Select a light weapon profile to act as the second end of the double weapon. If you take this trait twice, you can instead have the base one-handed melee weapon profile to be both ends of the double weapon. The proficiency requirement of the weapon is the higher of the two weapon profiles that make up the double weapon.

### Extra Damage Type

Normally a weapon deals 1 type of damage (B, P, or S). This trait adds an additional damage type. When you select this trait, chose whether the additional damage type is in addition (such as B and P) or optionally instead of (such as B or P). You can select this trait a second time to add the third damage type.

### Feature

The following features can be selected with a trait: blocking, brace, deadly, disarm, distracting, grapple, monk (melee only), nonlethal, performance, or trip.

### Feature (Natural)

The following features can be selected with a trait: blocking, deadly, disarm, grapple, nonlethal, sunder, or trip. Only natural weapons can have this quality.

### Finesse

The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality.

### Firearm

This trait can be applied only to exotic ranged weapons. The weapon counts as a firearm with a misfire chance of 2. Taking this trait a second time reduces the misfire chance by 1.

### Miniature

Miniature ranged weapons are weapons that are propelled forward by being thrown, but are unsuitable for use in melee. Ranged weapons with this trait have their range cut in half and their damage reduced by two steps, but count as light weapons for the purpose of two-weapon fighting. These weapons weigh 1/2 lb per 5 units. Due to their unique nature, they can be drawn and fired with one hand. This trait can only be applied to Ranged Weapon Profiles and costs 2 traits. It cannot be used in conjunction with the attached or firearm weapon traits. Weapons with this trait cannot be used for melee combat.

### One-Handed

Ranged weapons with this trait can be fired with one hand. The ranged weapon must be a slow or fast weapon (it cannot be a No-Reload weapon profile). This trait reduces the damage of the weapon by 1 step. This trait can be taken multiple times. Taking this trait again allows the weapon to count as a light weapon for the purposes of two weapon fighting and reduces the damage by one step again. Taking this trait a second time can instead (or in addition if taken 3 times) allow the weapon to be reloaded with one hand.

### Primary Attack

The weapon can be used as a primary natural weapon. Only natural weapons can have this quality.

### Shield

The weapon counts as a light shield in addition to being a weapon. This trait can be added to one-handed and natural weapons only.

### Spring Loaded

The weapon’s wielder can activate or suspend its reach as a swift action. This quality can be added only to one-handed or two-handed exotic melee weapons with the reach special feature.

### Thrown

The weapon gains the thrown weapon quality, and has a range increment of 10 ft and can be thrown up to 5 range increments. This trait can only be applied to light melee weapons or exotic one-handed weapons, but not natural weapons.

## Drawbacks

Weapon drawbacks can be added to any weapon profile to give it additional traits.

### Reduced Damage

The weapon deals damage 1 die step smaller (1d12 or 2d6 > 1d10 > 1d8 or 2d4 > 1d6 > 1d4 > 1d3). This is a negative trait