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PFS StandardHalberd

Source Core Rulebook pg. 280 2.0
Price 2 gp; Damage 1d10 P; Bulk 2
Hands 2
Category Martial
Group Polearm; Traits Reach, Versatile S
This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.

Traits

Reach:

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Versatile S:

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.


Critical Specialization Effects

Source Core Rulebook pg. 283 2.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Polearm: The target is moved 5 feet in a direction of your choice. This is forced movement.