Item: Bladed Hoop

TypeWeapon
Level0
Rarity
Uncommon
Base ItemBladed Hoop
CategoryAdvanced
GroupKnife
Damage1d6 slashing
Price25 sp
UsageHeld in one hand
PublicationPathfinder #151: The Show Must Go On

This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop's spinning and forces you to Release the hoop. You can't spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustle.


Trait Effects

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation 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 specialisation effect of your weapon.

Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.


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