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Deflecting BranchWeapon 14


UncommonAbjurationBackswingMagicalShove
Source Pathfinder #172: Secrets of the Temple-City
Damage 1d10 Bludgeoning
Type Martial
Price 4,500 gp
Weight 2 bulk

This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub.

On a critical hit, you knock the target Prone.


Activate Reaction Interact

Frequency once per minute

Trigger You are the target of a physical ranged attack

Requirements You're aware of the attack and are not Flat-Footed against it


Effect You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).


Activate Free Action Interact

Frequency once per hour

Trigger You knock away a physical ranged attack by using the deflecting branch's other activation


Effect You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Backswing

You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Shove

You can use this weapon to Shove 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 Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.