Pathfinder: Wrath of the Righteous - Weapons
The weapon families that matter in Pathfinder: Wrath of the Righteous, with their tabletop damage dice, critical ranges and proficiency categories. Builds are decided by weapon family more than by any single item, because feats such as Weapon Focus, Improved Critical and the mythic critical feats lo...
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of 15 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Longsword | Martial One-Handed | The default one-handed martial blade and the weapon most paladins and fighters start with, including several of the game's signature crusader swords. | Damage: 1d8 Critical: 19-20/x2 Damage Type: Slashing Proficiency: Martial | Starting equipment for martial classes, crusader loot and city merchants |
| Greatsword | Martial Two-Handed | The benchmark two-handed weapon, with steady 2d6 damage and a wide enough critical range to benefit from Improved Critical. | Damage: 2d6 Critical: 19-20/x2 Damage Type: Slashing Proficiency: Martial | Martial starting equipment, demon-forged loot and smiths |
| Falchion | Martial Two-Handed | A curved two-hander with a 2d4 base and an 18-20 threat range, making it the classic critical-fishing weapon. | Damage: 2d4 Critical: 18-20/x2 Damage Type: Slashing Proficiency: Martial | Rare loot and martial merchants |
| Scimitar | Martial One-Handed | A one-handed curved blade with a strong threat range, popular for dexterity builds and for magus and druid characters who want crits on spellstrike. | Damage: 1d6 Critical: 18-20/x2 Damage Type: Slashing Proficiency: Martial | Desert and Sarkorian loot, martial merchants |
| Rapier | Martial One-Handed (Finesse) | The finesse weapon of choice for rogues, swashbuckler-style builds and any dexterity character who still wants an 18-20 threat range. | Damage: 1d6 Critical: 18-20/x2 Damage Type: Piercing Proficiency: Martial | Kenabres and Drezen merchants, noble loot |
| Dagger | Simple Light | The universal backup weapon, light enough for two-weapon fighting and the only blade most casters can hold without penalty. | Damage: 1d4 Critical: 19-20/x2 Damage Type: Piercing or slashing Proficiency: Simple | Available from every merchant and starting kit |
| Greataxe | Martial Two-Handed | The high-variance two-hander: a 1d12 die and a x3 critical multiplier mean fewer but much larger spikes. | Damage: 1d12 Critical: x3 Damage Type: Slashing Proficiency: Martial | Barbarian and crusader loot, smiths in Drezen |
| Warhammer | Martial One-Handed | The blunt one-hander, with a x3 multiplier that rewards critical feats and a damage type that few enemies resist. | Damage: 1d8 Critical: x3 Damage Type: Bludgeoning Proficiency: Martial | Dwarven and crusader loot, Drezen smiths |
| Longbow | Martial Ranged | The ranged weapon the whole campaign is built to support: rangers, slayers and hunters can full-attack from behind the front line, and Manyshot plus Rapid Shot turn it into the most consistent damage output in the game. | Damage: 1d8 Critical: x3 Damage Type: Piercing Proficiency: Martial | Ranged starting kits, hunters and quartermasters |
| Heavy Crossbow | Martial Ranged | A crossbow with a 1d10 die and a 19-20 threat range that any simple-weapon character can use after a proficiency dip. | Damage: 1d10 Critical: 19-20/x2 Damage Type: Piercing Proficiency: Simple | General merchants and armory loot |
| Quarterstaff | Simple Two-Handed | The caster's melee stick, cheap and usable by every class, and the base item for many staves that carry spell-like powers. | Damage: 1d6 Critical: x2 Damage Type: Bludgeoning Proficiency: Simple | Starting equipment for casters, magic shops |
| Scythe | Martial Two-Handed | The x4 critical multiplier weapon, which makes every confirmed critical a potential one-shot on a boss. | Damage: 2d4 Critical: x4 Damage Type: Piercing or slashing Proficiency: Martial | Cultist and Sarkorian loot |
| Glaive | Martial Two-Handed Reach | A reach polearm that lets a front-liner threaten enemies before they close, which is how AoO-focused builds control a battlefield. | Damage: 1d10 Critical: x3 Damage Type: Slashing Proficiency: Martial Special: Reach | Sarkorian and crusader armories |
| Unarmed Strike | Natural Attack | Every character can punch, and monks turn it into a scaling weapon that eventually rivals enchanted steel. | Damage: 1d3 (scales for monks) Critical: x2 Damage Type: Bludgeoning Proficiency: All characters | Innate; improved by monk levels and unarmed feats |
| Finnean the Talking Weapon | Unique Transformable Weapon | A sentient weapon found early in the crusade that can reshape itself into almost any weapon family on request, so a single item can serve a whole party's proficiency needs until better enchanted gear appears. | Damage: Matches the chosen weapon family Critical: Matches the chosen weapon family Special: Transforms between weapon types at will Proficiency: Matches the chosen form | Found during the early crusade chapters |
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