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Gaff

Legacy Content

Trip versatile P 
Source Bestiary 2 pg. 125 2.0, The Mwangi Expanse pg. 259 2.0; There is a more recent version of this weapon. Click here to view.
Price 1 gp; Damage 1d6 B; Bulk 1
Hands 1
Type Melee; Category Martial; Group Club

Many marsh giants fight with oversized gaffs—lengths of wood with a single metal spike affixed to the tip. Used often by fisherfolk to land fish, marsh giants use their gaffs as weapons.

Traits

Trip:

You can use this weapon to Trip 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 Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

versatile P:

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 4.0
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.

Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.