Item: Magnetic Bola
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 1 (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.
Trait Effects
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: The weapon can be used to Trip with the Athletics skill within 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. A ranged trip weapon doesn’t deal any damage when used to Trip. These weapons are usually thrown.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
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.
Sling: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Bola | - | Common | 1d6 |
| Windlass Bola | 6 | Uncommon | 1d6 |
| Halfling Sling Staff | - | Uncommon | 1d10 |
| Kestros | - | Uncommon | 1d6 |
| Spraysling | - | Uncommon | 1d6 |
| Sun Sling | - | Uncommon | 1d8 |
| Thunder Sling | - | Uncommon | 1d6 |
| Water Bomb (Moderate) | 3 | Uncommon | 1d4 |
| Water Bomb (Lesser) | 1 | Uncommon | 1- |
| Boomerang | - | Uncommon | 1d6 |
| Chakram | - | Common | 1d8 |
| Chakri | - | Uncommon | 1d6 |
| Combat Fishing Pole | - | Uncommon | 1d8 |
| Dart Umbrella | - | Uncommon | 1- |
| Fighting Stick | - | Uncommon | 1d6 |
| Harpoon | - | Common | 1d8 |
| Monkey's Fist | - | Common | 1d6 |
| Sap | - | Common | 1d6 |
| Scourge | - | Common | 1d4 |
| Shuriken | - | Uncommon | 1d4 |