Weapon Special Qualities

Armor-Piercing: A weapon with this quality ignores the first five points of armor and/or natural armor possessed by the target. This cannot reduce effective AC to less than touch AC.

Ammo: This weapon is treated as ammunition for the purposes of drawing it (free action), and for enchanting and any other effects that distiguish between weapons and ammunition. It has a 50% chance of breaking on a successful hit. Masterwork weapons of this type only break 20% of the time on a successful hit.

Automatic: A weapon with this quality uses a full-round action to fire, but can hit more than once on a successful attack. The weapon's Capacity will look like 5/20, where 5 is the number of shots in a burst and 20 is the total capacity of the weapon. Automatic weapons can only be fired once per round, but for every 5 by which they exceed the target's AC, they score an additional hit with all damage modifiers. Automatic weapons do not score critical hits normally; instead, if the wielder confirms a critical hit with the weapon, he scores a number of hits equal to the critical damage multiplier, in addition to any hits scored for rolling high above the target's AC (up to the maximum in the burst). For example, a confirmed critical with an autogun that exceeds its target's AC by 6 would deal 5 normal hits. Automatic weapons work in conjunction with feats that have increased effects on successive hits, such as Hammer the Gap and Clustered Shots.

Blocking: A weapon with this quality grants a +1 shield bonus to AC on a round where no attacks are made with it. If it is a double weapon, you gain this bonus as long as you do not use two-weapon fighting with the weapon.

Concealed: A weapon with this quality is hard to identify as a weapon, or is easily hidden. You gain a +4 circumstance bonus on any Sleight of Hand check to obfuscate the item's purpose or hide it on your person.

Deadly: A weapon with this quality deals an additional 4 damage on a coup-de-grace attempt, and grants a +4 bonus to Intimidate attempts using the weapon (e.g. Dazzling Display).

Distracting: A weapon with this quality grants a +2 bonus on Bluff checks to feint.

Explosive: A weapon with this quality deals half piercing and half elemental damage. The default element is Fire, but can be changed with varying ammunition.

Firearm: This weapon is a firearm for the purposes of determining weapon proficiency, as well as the effects of certain abilities, feats, and spells. Firearms misfire on an attack roll of a natural 1, resulting in a weapon jam that takes a full-round action to clear. Alternatively, the blockage can be cleared by firing the gun again, though in this case the weapon will either gain the broken condition (75%) or explode (25%). If the weapon was already broken when the 1 is rolled, it explodes immediately. The explosion deals twice the weapon's normal damage in a 5-foot radius (Reflex DC 20 for half) , and inflicts the destroyed condition on the firearm.

Flexible: A weapon with this quality can be used up close or at reach, depending on how it's wielded. The grip can be switched as an Immediate action, going between striking adjacent targets or striking targets as per the reach quality.

Poison: The ammo on this weapon can be loaded with poison (injected or contact). On a successful hit, the target is injected with the poison. The save DC of the poison is increased by two when delivered by such a weapon.

Reach: A weapon with this quality can strike targets 5 feet farther away than usual, but cannot hit adjacent targets unless it is also Flexible.

Scatter: The weapon is a shotgun and can be loaded with shotgun shells.

Silent: A weapon with this quality makes almost no sound when fired. Attacking with such a weapon does not break stealth, although it does apply a -10 penalty to the Stealth check of the firer.

Twin-Linked: This weapon has two barrels. It may be used with the Manyshot feat. Further, both barrels may be fired simultaneously as a standard action using full BAB. Make a separate attack for each barrel, at a -4 penalty to the attack rolls.

Unarmed: A weapon with this quality may use the character's unarmed strike damage in place of its usual damage die, but in all other ways uses its own stats and enhancements. Special abilities that modify unarmed strikes modify attacks made with a weapon possessing this quality. An Unarmed weapon still occupies a hand (or foot).

Utility: This weapon can be used effectively as a tool of roughly similar form, such as a pry bar, spade, or axe.