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PFS StandardAsp Coil

Legacy Content

Uncommon Reach Versatile P 
Source Grand Bazaar pg. 105
Access Agents of the Aspis Consortium have access to this weapon.
Price 10 gp; Damage 1d6 S; Bulk 1
Hands 1
Type Melee; Category Martial; Group Sword

The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables.

Traits

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.

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.

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