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PFS StandardSpirit Thresher

Uncommon Kholo Sweep Versatile S 
Source Player Core 2 pg. 274
Price 2 gp; Damage 1d12 B; Bulk 2
Hands 2
Type Melee; Category Advanced; Group Flail

Bones, some solid and others splintered, are affixed to metal chains at the end of a long stick to form a powerful flail. Many kholo warriors insist the vicious crack the weapon makes as it strikes loosens fragments of the soul like husks struck from grains.

Traits

Kholo:

A creature with this trait is a member of the kholo ancestry —humanoids that resemble hyenas. An ability with this trait can be used or selected only by kholos. An item with this trait is created and used by kholos.

Sweep:

This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

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 S:

A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you 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.

Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.