Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Equipment
Adjustments | Adventuring Gear | Alchemical Items | Armor | Artifacts | Assistive Items | Consumables | Contracts | Cursed Items | Customizations | Grimoires | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


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


PFS StandardDaikyu

Source Advanced Player's Guide pg. 248
Price 8 gp; Damage 1d8 P; Bulk 2
Hands 1+; Range 80 ft.
Category Advanced
Group Bow; Traits Uncommon
This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side.

Traits

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 2.0
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.