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PFS StandardHongali Hornbow

Source Grand Bazaar pg. 105
Access Hongali characters have access to the Hongali hornbow.
Price 11 gp; Damage 1d8 P; Bulk 2
Hands 1+; Range 40 ft.; Reload 0
Category Advanced
Group Bow; Traits Deadly d6, Propulsive, Uncommon
These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs.

Traits

Deadly d6:

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Propulsive:

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

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.