Fighting StickWeapon 0
Source Pathfinder Lost Omens: The Mwangi Expanse
Damage 1d6 Bludgeoning
Type Martial
Price 5 sp
Weight 1 bulk
This hard but flexible longsword-length piece of wood looks more like a pole than a weapon, but can be deadly in the right hands. While generally not used for combat outside of Song'o culture, some halflings have become so proficient as to make it just as effective as a blade in a fight. Many halflings will even sing to maintain a certain tempo and rhythm during combat. It deals 1d6 bludgeoning damage. A fighting stick is a martial one-handed melee weapon in the club weapon group.
Traits
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.
BackswingYou 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.
HalflingA creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
NonlethalAttacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.
ShoveYou 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.