All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Apex Items | Armor | Artifacts | Assistive Items | Blighted Boons | Censer | Consumables | Contracts | Cursed Items | Customizations | Figurehead | Grafts | Grimoires | Held Items | High-Tech | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Trade Goods | Vehicles | Wands | Weapons | Worn Items


Base Weapons (Critical Specializations) | Basic Magic Weapons | Beast Guns | Precious Material Weapons | Specific Magic Weapons


There is a Remastered version here.

PFS StandardRepeating Hand CrossbowItem 1

Legacy Content

Uncommon Repeating 
Source Guns & Gears pg. 64 2.0, Pathfinder #165: Eyes of Empty Death pg. 73
Price 10 gp; Damage 1d6 P; Bulk L
Hands 1; Range 60 ft.; Reload 0
Type Ranged; Category Advanced; Group Bow
Ammunition Repeating Hand Crossbow Magazine

This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts.

Traits

Repeating:

A repeating weapon is a type of ranged weapon with a shorter reload time. These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive and are the same as Interacting to reload.

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.

Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.