
Maul-spadeUncommon Deadly d10 Jotunborn Shove Source Battlecry! pg. 118Price 6 gp;
Damage 1d10 B;
Bulk 2
Hands 2
Type Melee;
Category Advanced;
Group Club
This heavy, club-like weapon can clobber foes, but it also functions as a shovel. A maul spade adds its item bonus from weapon potency runes (if any) as an item bonus on checks made with
Athletics and appropriate
Lore skills (such as Labor Lore) when using it as a shovel to dig.
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.
Deadly d10: 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.
Jotunborn: A creature with this trait is a member of the jotunborn ancestry. Jotunborn are large people forged from the blood of an ancient group of giants called titans and usually have low-light vision. An ability with this trait can be used or selected only by jotunborn. A weapon with this trait is created and used by jotunborn.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialization Effects
Source Core Rulebook pg. 283 4.0Certain 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.