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Scizore of the CrabWeapon 5


DisarmGrappleParry
Source Pathfinder Treasure Vault (Remastered)
Damage 1d6 Slashing
Type Martial
Price 150 gp
Weight light

A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits.

Activate 1 (manipulate)

Requirements Your last action was a successful Strike with this weapon, or you have a creature Grabbed with this weapon


Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability.

Activate 1 (manipulate)

Frequency once per round

Requirements You have a creature grabbed with this weapon


Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice.


Craft Requirements The initial raw materials must include a claw from a giant crab or similar creature.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Grapple

You can use this weapon to Grapple 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 as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Parry

This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.