Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Axe

Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage dice you rolled. This amount isn't doubled, and no bonuses or other additional dice apply to this damage.

Weapons Doshko, Fangblade, Molten Edge*, Plasma Doshko*, Unseen Saw

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Brawling

The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.

Weapons Assassin's Garrote, Battleglove, Crimson Claw*, Fist, Ivory Chompers, Magnet-Directed Battleglove, Pulse Gauntlet*

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Club

You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Weapons Baton, Bone Scepter, Shock Truncheon, Skitterstaff

Corrosive

The target takes 1d6 persistent acid damage. You gain an item bonus to this acid damage equal to the weapon's item bonus to attack rolls.

Weapons Acid Dart Rifle, Adhesive Dispenser, Atomic Spear*, Biotic Equalizer, Degeneration Derringer, Disintegration Lash, Disintegration Rifle*, Liquidator, Reality Ripper, Talon*

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Crossbow

The target takes 1d8 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.

Weapons Anti-life Crossbow, Crossbolter

Cryo

This weapon freezes part of the target, making it hard for them to move their body. The target is clumsy 1 until the start of your next turn.

Weapons Blockthrower, Cryo-carbine, Cryopike*, Frostmaw, Numbing Beam Pistol, Numbing Beam Rifle, Subliminator, Supercharged Dynafan*, Thermal Dynafan, Zero Cannon, Zero Knife, Zero Pistol

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Dart

The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.

Weapons Card Slinger, Disc Thrower, Force Needle, Honor Enforcer, Injection Rifle*, Injection Shotgun, Shuriken Drone, Waspslicer

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Flail

The target is knocked prone unless they succeed at a Reflex save against your class DC.

Weapons Battle Ribbon, Electroflail*, Monowhip*, Neural Lash, Vertebralis Thorn

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Flame

The target takes 1d6 persistent fire damage. You gain an item bonus to this fire damage equal to the weapon's item bonus to attack rolls.

Weapons Artillery Laser*, Crimson Claw*, Flamethrower, Molten Edge*, Skyfire Sword, Supercharged Dynafan*

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Hammer

The target is knocked prone unless they succeed at a Fortitude save against your class DC.

Weapons Hammer, Mass-Distributed Hammer

Knife

The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.

Weapons Aucturnite Chakram*, Blast Knife, Dogslicer, Grindblade*, Knife, Laserdisc, Monowhip*, Reverb Knife*, Shooting Starknife, Tailblade, Talon*

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Laser

The target must succeed at a Fortitude save against your class DC or be dazzled until the start of your next turn.

Weapons Aeon Rifle, Aeon Storm, Artillery Laser*, Binary Blaster*, Grapnel Pick, Laser Pistol, Laser Rifle, Pneumatic Basher, Rotolaser

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Mental

The target must succeed at a Will save against your class DC or be stupefied 1 until the start of your next turn.

Weapons Aucturnite Chakram*, Meme Cannon, Phoboverge, Psyche Pistol

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Pick

The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.


* Nethys Note: This description was copied over from the PF2 Definition as none was provided

Weapons Fractal Hook, Maglock Spine, Runic Pick

Plasma

The target takes 1d6 persistent electricity damage. You gain an item bonus to this electricity damage equal to the weapon's item bonus to attack rolls.

Weapons Ionized Slag Lobber, Plasma Cannon, Plasma Caster, Plasma Doshko*, Plasma Spike*, Plasma Sword*, Starfall Pistol

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Polearm

The target is moved 5 feet in a direction of your choice. This is forced movement.

Weapons Cryopike*, Horsechopper, Painglaive, Spellcarver

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Projectile

The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.

Weapons Autotarget Rifle, Binary Blaster*, Breaching Gun, Caramel Cannon, Gyrojet Pistol, Hardlight Launcher, Knuckle Sheller, Machine Gun, Magnetar Rifle, Reaction Breacher, Rotating Pistol, Scattergun, Semi-Auto Pistol, Stellar Cannon

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Shield

You knock the target back from you 5 feet. This is forced movement.

Weapons Shield Bash

Shock

The target must succeed at a Fortitude save against your class DC or be stunned 1.

Weapons Arc Emitter, Arc Pistol, Arc Rifle, Ball Lightning Cannon, Electroflail*, Frytech Rifle, Polyglove, Pulsecaster Pistol, Shock Pad, Singing Coil, Skyfire Volt Caster, Voltaic Rifle

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Sniper

The target takes 2 additional damage per weapon damage dice.

Weapons Assassin Rifle, Coil Rifle, Disintegration Rifle*, Injection Rifle*, Seeker Rifle, Shirren-Eye Rifle, Shobhad Longrifle

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Sonic

The target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.

Weapons Boom Pistol, Boom Shot, Chordpocalypse, Dirge Pistol, Pulse Gauntlet*, Replica Zo! Microphone, Reverb Knife*, Screamer, Singing Spear*, Sonic Rifle, Streetsweeper

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Spear

The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.

Weapons Atomic Spear*, Plasma Spike*, Singing Spear*, Syringe Skewer

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.

Sword

The target is made off-balance by your attack, becoming off-guard until the start of your next turn.

Weapons Dueling Sword, Grindblade*, Nano-Edge Rapier, Phase Cutlass, Plasma Sword*, Puzzleblade, Quantum Reaver, Void Cutlass

* Nethys Note: weapon may have a different critical specialization effect than its weapon group, due to the Critical trait.