Fighting Stick
Uncommon | Backswing | Maskani | Nonlethal | Shove |
Price 5 sp; Damage 1d6 B; Bulk 1
Hands 1
Type Melee; Category Martial; Group Club
This hard but flexible longsword-length piece of wood looks more like a pole than a weapon, but can be deadly in the right hands. A traditional weapon of the maskani.
Traits | |
Backswing | You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn. |
Maskani | A creature with this trait is a member of the maskani ancestry. These small racoon people both playful and ferocious. An ability with this trait can be used or selected only by maskani. A weapon with this trait is created and used by maskani. |
Nonlethal | An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty. |
Shove | You can use this weapon to Shove 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 as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. |
Uncommon | Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2. |
Critical Specialization Effects |
Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. |