Adventuring Gear | Alchemical Items | Armor | Artifacts | Consumables | Cursed Items | Held Items | Intelligent Items | Materials | Relics | Runes | Services | Shields | Snares | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


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


PFS StandardMambele

Source Gods & Magic pg. 121
Price 6 sp; Damage 1d6 S; Bulk 1
Hands 1
Category Martial
Group Axe; Traits Deadly d8, Disarm, Thrown 20 ft., Uncommon
Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim’s body.

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 an attack 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.

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.