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