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PFS StandardUmbrella Injector

Legacy Content

Uncommon Concealable Finesse Injection Parry 
Source Guns & Gears pg. 64 2.0
Price 4 gp; Damage 1d4 P; Bulk 1
Hands 1
Type Melee; Category Martial; Group Sword

This umbrella's ferrule is a hollow-tipped blade three to four inches in length and often overlooked as decorative. A receptacle inside the umbrella's shaft can be loaded with a single dose of injury poison and injected into a damaged target with the pull of a sliding trigger. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy.

Traits

Concealable:

This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

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.

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.

Parry:

This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

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.

Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.