Nunchaku

Level 02 spWeaponBulk LUncommonRemaster

1d6B·Martial·Club·One-handed

The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.

Traits

Backswing

You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Disarm

You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

Critical Specialization (club)

You knock the target up to 10 feet away from you. This is forced movement.