There is a Remastered version
here.
NunchakuLegacy Content
Uncommon Backswing Disarm Finesse Monk Source Core Rulebook pg. 281 4.0PFS Note For the purposes of Pathfinder Society play, choosing the following region as a Home Region (or with the World Traveler boon) grants access this item: Jinin, Minkai, Shokuro
Price 2 sp;
Damage 1d6 B;
Bulk L
Hands 1
Type Melee;
Category Martial;
Group Club
The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.
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.
Disarm: You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
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
Source Core Rulebook pg. 283 4.0Certain 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.