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There is a Legacy version here.

PFS StandardClub

Thrown 10 ft. 
Source Player Core pg. 277
Favored Weapon Barzahk, Green Man, Halcamora, Shumunue, Valani
Price 0; Damage 1d6 B; Bulk 1
Hands 1
Type Melee; Category Simple; Group Club

This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.

Traits

Thrown 10 ft.:

You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry.

Paizo ClarificationWhether you're wielding something can get complicated when you're using a thrown weapon with the returning rune or another ability that returns a thrown weapon to your hand. Typically, you're no longer counted as wielding a weapon when you throw it.

The GM might allow you to still count as wielding the item for some purposes, like staying in a stance that requires you to be wielding a weapon, but this is very much based on the GM's judgment.

When it comes to items built to share runes, the thrower's bandolier is expressly built to duplicate runes on thrown weapons. Doubling rings are meant for melee weapons and blazons of shared power are for a melee weapon and a one-handed firearm, crossbow, or the like. Again, your GM might make an exception based on the treasure available in your game.


Critical Specialization Effects

Source Core Rulebook pg. 283
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.

Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Specific Magic Weapons

Cane of the Maelstrom, Habu's Cudgel, Hunter's Dawn, Hydra Head Club, Nightmare Cudgel, Stargazer

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