A weapon is an implement of violence.
Weapons fall into two categories based on their method of inflicting wounds.
How many hands are required to properly wield the weapon in combat. Hands used to wield a weapon, unless otherwise noted, can’t be used to hold other items.
You can wield a one-handed or light weapon in two hands. It doesn’t have any inherent benefit (like extra damage) but it technically counts as a “two-handed weapon” while you’re doing that. For example: if you were two-handing a short spear, you could benefit from the fighter’s “Haft Strike” ability.
Weapons are broadly grouped together for the purpose of class features and some effects. Each weapon falls into 1 (or more) group of weapons.
You can use an implement that is not designed as a weapon in combat. You are always Unskilled with an improvised weapon. An improvised weapon’s damage is linked to its size/handedness: A light one only deals 1 damage, a one-handed improvised weapon deals d4, and a two-handed improvised weapon deals d6s.
Thrown improvised weapons can be thrown 15 feet if they are light, 10 feet if they are one handed (or 1 bulk), and 5 feet (adjacent) if they are two handed (or 2 or more bulk).
How much training is required to wield the weapon properly. There are three categories of complexity:
You can use weapons you aren't trained in the use of. In such a case, you are Unskilled in the weapon; rolling 1d20 + the relevant modifier (usually Strength).
This describes the damage dealt with attack. The size of dice in Gestalt are: d4, d6, d8, d10, and d12.
This describes the kind of damage dealt. The following abbreviations are used:
If a damage type says “or” (“S or P”) the attack can deal any of those types of damage. You can choose on a per attack basis. (Example: A short sword can deal either slashing or piercing damage with a given attack.)
If a damage type has a slash between them (“S / P”) that means the weapon is a double weapon or multiple modes of attack. Each damage type is associated with the corresponding damage dice. (Example: A Kusarigama, which is a chain with a sickle on one end and weight on the other, deals “S / B” and has “d8 / d4” for its damage type. This means it deals d8 slashing damage with the sickle end and d4 bludgeoning damage with its weighted end.)
Weapons that deal elemental damage have their damage type set at the time of their creation and cannot be changed unless otherwise noted.
There may be other damage types listed on weapons beyond what is mentioned here in future products. Such damage types will be fully written out in weapon entry. See Chapter 6 for more information on other damage types.
Weapon Qualities These reflect any physical properties inherent to the weapon or the attack. While these are largely employed by weapons, they can sometimes be listed on special attacks or class features.
This describes any effects that occur on a critical hit in addition to dealing double damage.
The rough ‘weight’ of the weapon. Weapons typically weigh between light (L) and 3 bulk.