BackswingElfParryShoveTwo-Hand 1d10

Price 2 gp; Damage 1d8 B; Bulk 1
Hands 1
Type Melee; Category Advanced; Group Club

This formidable club of polished hardwood, approximately four feet in length, has a thick, cylindrical shaft that tapers slightly towards the bottom, providing a secure grip for one or two hands. The top end of the club flares out into a bulbous head, studded with menacing iron spikes or ridges.

BackswingYou 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.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
ParryThis weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
ShoveYou 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.
Two-Hand 1d10This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice, such as those from striking runes.
Critical Specialization Effects
Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.