New Magic Weapon Properties

Adroit
This weapon is constructed from lightweight materials and features
ingenious arches and honeycomb patterns in its construction.
An adroit weapon allows you to add your Dexterity modifier in place
of your Strength modifier on attack rolls. Adroit weapons weigh 25%
less than their non-magical counterparts. If you have the Weapon
Finesse feat, you may also add one-half of your Dexterity modifier
in place of your Strength modifier on weapon damage rolls made
with this weapon.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, cat’s
grace; Price +1 bonus

Crippling
This weapon is snarled with cruel hooks and barbs and incorporates
a motif of anguished torture and suffering.
When activated, a crippling weapon that hits forces the target to
make a DC 17 Fortitude save or take a –4 penalty on attack rolls,
skill checks, and ability checks for 7 rounds. A crippling weapon
functions three times per day. Projectile weapons bestow this property
on their ammunition.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, symbol
of pain; Price +2 bonus

Sea Legs
This weapon is decorated with nautical scenes and features a brass
grommet that allows it to be lashed to a ship’s deck.
A sea legs weapon grants you a +1 circumstance bonus on attack
and damage rolls when both you and your opponent stand on the
deck of a ship. In addition, the weapon grants you a +2 competence
bonus on Swim checks.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, freedom
of movement; Price +1 bonus

Septic
This weapon stinks of rot and crawls with flies and maggots.
A septic weapon forces a victim struck to succeed on a DC 16
Fortitude save or become infected with filth fever (see Diseases in
the Pathfinder Core Rulebook). A septic weapon functions three times
per day and is activated as a swift action. Projectile weapons bestow
this property on their ammunition.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor,
contagion; Price +1 bonus

Tangling
This weapon is sticky to the touch and sweats thick resinous goo.
As a swift action, Large or smaller creature damaged by a tangling
weapon gain the entangled condition as they are wrapped with ropelike
strands of glue for 5 rounds. In addition, the creature must succeed
on a DC 15 Reflex save each round or be unable to move that round.
A flying creature struck is not glued to the ground, but must succeed
on a DC 15 Reflex save or become unable to fly and fall to the ground.
A creature glued to the floor may break free by succeeding on a
DC 17 Strength or Escape Artist check or by dealing 15 points of
damage to the strands with a slashing weapon. Once free, a creature
can move at half speed. A spellcasting creature bound by the sticky
strands must succeed on a concentration check (DC 15 + spell level)
or lose the spell. Finally, an application of universal solvent instantly
dissolves the glue.
A tangling weapon functions once per day. Projectile weapons bestow
this property on their ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, web;
Price +2 bonus

New Magic Weapon Properties

Avast! karlprosek