MELEE WEAPONS TABLE

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do-but the maximum range for a thrown weapon is five range increments instead of ten.
Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.
Weight: This column gives the weapon's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.
Restriction: None of the following melee weapons have restrictions on their purchase.
Table: Melee Weapons
Weapon
Damage
Critical
Damage Type
Range Increment
Size
Weight
Purchase DC
Restriction
Simple Weapons (require the Simple Weapons Proficiency feat)
Brass knuckles
1
20
Bludgeoning
-
Tiny
1 lb.
5
-
Cleaver
1d6
19-20
Slashing
-
Small
2 lb.
5
-
Club
1d6
20
Bludgeoning
10 ft.
Med
3 lb.
4
-
Knife
1d4
19-20
Piercing
10 ft.
Tiny
1 lb.
7
-
Metal baton
1d6
19-20
Bludgeoning
-
Med
2 lb.
8
-
Pistol whip
1d4
20
Bludgeoning
-
Small
-
-
-
Rifle butt
1d6
20
Bludgeoning
-
Large
-
-
-
Sap
1d61
20
Bludgeoning
-
Small
3 lb.
2
-
Stun gun 1
1d3
20
Electricity
-
Tiny
1 lb.
5
-
Tonfa1
1d4
20
Bludgeoning
-
Med
2 lb.
6
-
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Bayonet (fixed) 1
1d4/1d6
20
Piercing
-
Large
1 lb.
7
-
Hatchet
1d6
20
Slashing
10 ft.
Small
4 lb.
4
-
Longsword
1d8
19-20
Slashing
-
Med
4 lb.
11
-
Machete
1d6
19-20
Slashing
-
Small
2 lb.
5
-
Rapier
1d6
18-20
Piercing
-
Med
3 lb.
10
-
Spear
1d8
20
Piercing
-
Large
9 lb.
6
-
Straight razor
1d4
19-20
Slashing
-
Tiny
0.5 lb.
4
-
Sword cane 1
1d6
18-20
Piercing
-
Med
3 lb.
9
-
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain1
1d6/1d6
20
Bludgeoning
-
Large
5 lb.
5
-
Chain saw
3d6
20
Slashing
-
Large
10 lb.
9
-
Kama
1d6
20
Slashing
-
Small
2 lb.
5
-
Katana
2d6
19-20
Slashing
-
Large
6 lb.
12
-
Kukri
1d4
18-20
Slashing
-
Small
1 lb.
5
-
Nunchaku
1d6
20
Bludgeoning
-
Small
2 lb.
3
-
Three-section staff 1
1d10/1d10
20
Bludgeoning
-
Large
3 lb.
4
-
1See the description of this weapon for special rules.