All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Armor | Artifacts | Assistive Items | Consumables | Contracts | Cursed Items | Customizations | 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


Accessory Runes | Armor Property Runes | Fundamental Armor Runes | Fundamental Weapon Runes | Weapon Property Runes


DisruptingItem 5+

Magical Necromancy 
Source Core Rulebook pg. 584 3.0
Usage etched onto a melee weapon
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn.

PFS StandardDisruptingItem 5

Source Core Rulebook pg. 584 3.0
Price 150 gp

PFS StandardDisrupting (Greater)Item 14

Uncommon 
Source Core Rulebook pg. 584 3.0
Price 4,300 gp
Increase the extra damage to 2d6. On a critical hit, instead of being enfeebled 1, the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an incapacitation effect.

Critical Success It’s enfeebled 1 until the end of your next turn.
Success It’s enfeebled 2 until the end of your next turn.
Failure It’s enfeebled 3 until the end of your next turn.
Critical Failure It’s destroyed.