Magnetic Bola

Level 360 gpWeaponBulk LUncommonRemaster

1d6B·Martial·Sling·One-handed

Range 15 ft.

Runes +1

This heavy metallic +1 bola is a favorite tool of rebels and rabble-rousers against armored opponents. Due to its weight, it has a range increment of 15 feet. When you successfully Strike a creature made of metal or wearing metal armor with this weapon, the bola attaches to the metal and the targeted creature takes a –10-foot circumstance penalty to its Speed until it spends an Interact action to remove the bola.

Effect: Magnetic Bola (Speed Penalty)

Activate—Overcharge (electricity, manipulate, metal)

Frequency once per day


Effect You overcharge the magnetic properties of the bola. You deal an extra 1d6 electricity damage with your next Strike with this weapon. On a hit, the target must also succeed at a DC 18 reflex save or become Clumsy 1 round (or Clumsy 2 on a critical failure), in addition to the normal effects. If the target is wearing metal armor, they take a –2 circumstance penalty to their save.

Effect: Magnetic Bola (Damage)


Craft Requirements The initial raw materials must include a conductive metal.

Traits

Nonlethal

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.

Ranged-Trip

This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to trip, a ranged trip doesn't deal any damage when used to Trip.

Thrown

You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.

Critical Specialization (sling)

The target must succeed at a Fortitude save against your class DC or be stunned 1.