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PFS StandardBoarding Axe

Legacy Content

Uncommon Agile Azarketi Climbing Versatile P 
Source Azarketi Ancestry Web Supplement pg. 1
PFS Note Characters from the High Seas have access to the boarding axe

Price 1 gp; Damage 1d6 S; Bulk L
Hands 1
Type Melee; Category Martial; Group Axe

This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Kortos and within azarketi settlements.

Traits

Agile:

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Azarketi:

Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti.

Azarketis craft and use these weapons.

Climbing:

The hand holding this weapon is freely available to Climb.

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.

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.

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.