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PFS StandardInjection Spear

Legacy Content

Uncommon Injection Reach 
Source Guns & Gears pg. 63
Price 3 gp; Damage 1d8 P; Bulk 1
Hands 2
Type Melee; Category Martial; Group Spear

A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target.

Traits

Injection:

This weapon can be filled with a liquid, usually an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. (If the target is willing, the injection takes only 1 Interact action total.) Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.

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.

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 4.0
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.

Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.