Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials

Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions

Weapon Special Properties

Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below.


Source Drift Crisis pg. 50
These weapons move affected targets the listed distance away from the origin point of the effect. A target that succeeds at a Reflex save (DC = 10 + 1/2 the weapon’s item level + the wielder’s Dexterity modifier) isn’t moved. If the movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving and falls prone.