Rapier
T
Pathfinder 2nd Edition Statblock
he Rapier is a long, thin, pointed blade designed for stabbing at an opponent. A "basket" hilt is another defining mark of the blade. Its light weight and agility make it highly prized as a dueling weapon, and those whose fighting prowess is based on dexterity rather than strength find them quite useful as well.
Pathfinder 2nd Edition Statblock
Rapier - ITEM 1
DEADLY D8DISARMFINESSEMARTIALMELEE
Usage held in 1 hand;
Bulk 1;
Activate Strike;
Damage: 1d6 Piercing
Weapon Group: Sword
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Martial: Proficiency in Martial Weapons required to avoid a circumstance penalty for use.
Melee: This weapon can be used for combat with an opponent that is within a character's Reach.
Weapon Group: Sword
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Martial: Proficiency in Martial Weapons required to avoid a circumstance penalty for use.
Melee: This weapon can be used for combat with an opponent that is within a character's Reach.
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