Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and
add all the results together.
Exception: Bonus damage over and above a weapon’s normal damage, such as that dealt by a sneak attack or the special ability of a flaming sword, is not multiplied when you score a critical hit.
×2: The weapon deals double damage on a critical hit.
×3: The weapon deals triple damage on a critical hit.
×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4: The weapon deals quadruple damage on a critical hit.
19–20/×2: The weapon scores a threat (a possible critical hit) on a natural roll of 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)
18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)
19–20/×2: The weapon scores a threat (a possible critical hit) on a natural roll of 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)
18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)