Item: Mambele

TypeWeapon
Level0
Rarity
Uncommon
Base ItemMambele
CategoryMartial
GroupAxe
Damage1d6 slashing
Price6 sp
UsageHeld in one hand
PublicationPathfinder Player Core 2

Also known as a hunga munga or danisco, this knife-axe hybrid consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body.


Trait Effects

Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a _greater striking rune_ and three dice if the weapon has a _major striking rune_. For instance, a rapier with a _greater striking rune_ deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

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.

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.

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This damage isn't doubled, and no bonuses or other additional dice apply.


Related Items

NameLevelRarityDamage
Adze-Common1d10
Battle Axe-Common1d8
Battle Saddle-Common1d8
Boarding Axe-Uncommon1d6
Claw Blade-Uncommon1d4
Greataxe-Common1d12
Hand Adze-Common1d4
Hatchet-Common1d6
Panabas-Common1d6
Rapier-Common1d6
Rope Dart-Uncommon1d4
Retribution Axe3Common1d12
Protector's Final Gift5Rare1d6
Tiger Fork5Uncommon1d8
Ulfen Shieldbreaker6Uncommon1d8
Azarim7Unique1d6
Man-Feller7Unique1d8
Clear Cutter's Axe9Rare1d6
Buzzsaw Axe11Common1d8
Carver-cutter11Common1d8