Bladed Hoop.json 6.4 KB

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  1. {
  2. "ammunition_markdown": "",
  3. "breadcrumbs_spa": [],
  4. "bulk": 1,
  5. "bulk_raw": "1",
  6. "category": "weapon",
  7. "damage": "1d6 S",
  8. "damage_die": 6,
  9. "deity_markdown": "",
  10. "exclude_from_search": false,
  11. "favored_weapon_markdown": "",
  12. "hands": "0+",
  13. "id": "weapon-116",
  14. "item_category": "Weapons",
  15. "item_subcategory": "Base Weapons",
  16. "level": 0,
  17. "markdown": "<title\r\n level=\"1\"\r\n right=\"Weapon 0\"\r\n pfs=\"Limited\"\r\n>\r\n[Bladed Hoop](/Weapons.aspx?ID=116)\r\n</title>\r\n\r\n<spoilers>May contain spoilers from Extinction Curse</spoilers>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Finesse\" url=\"/Traits.aspx?ID=179\" />\r\n<trait label=\"Sweep\" url=\"/Traits.aspx?ID=194\" />\r\n<trait label=\"Two-Hand 1d8\" url=\"/Traits.aspx?ID=198\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 77</row>\n\n<row gap=\"medium\">\r\n**Price** 2 gp, 5 sp\r\n\r\n**Damage** 1d6 S\r\n\r\n**Bulk** 1\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 0+\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Category** Advanced\r\n\r\n**Group** [Knife](/WeaponGroups.aspx?ID=9)\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\nThis circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the [free-hand](/Traits.aspx?ID=181) trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to [Climb](/Actions.aspx?ID=33)) interferes with the hoop’s spinning and forces you to Release the hoop. You can’t spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to [Hustling](/Actions.aspx?ID=515).\r\n\r\n<title level=\"2\">Critical Specialization Effects</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 <sup>4.0</sup></row>\r\n\r\nCertain feats, class features, weapon runes, 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.\r\n\r\n[Click here for the full rules on Critical Specialization Effects](/Rules.aspx?ID=235).\r\n\r\n<document level=\"2\" id=\"weapon-group-9\" />",
  18. "name": "Bladed Hoop",
  19. "pfs": "Limited",
  20. "price": 250,
  21. "price_raw": "2 gp, 5 sp",
  22. "rarity": "uncommon",
  23. "release_date": "2020-01-30",
  24. "resistance": {},
  25. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Finesse\" url=\"/Traits.aspx?ID=179\" />\r\n<trait label=\"Sweep\" url=\"/Traits.aspx?ID=194\" />\r\n<trait label=\"Two-Hand 1d8\" url=\"/Traits.aspx?ID=198\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 77</row>\r\n\r\n<row gap=\"medium\">\r\n**Price** 2 gp, 5 sp\r\n\r\n**Damage** 1d6 S\r\n\r\n**Bulk** 1\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 0+\r\n\r\n \r\n\r\n \r\n</row>\r\n\r\n \r\n\r\n<row gap=\"medium\">\r\n**Category** Advanced\r\n\r\n**Group** [Knife](/WeaponGroups.aspx?ID=9)\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While …\r\n</summary>",
  26. "source": [
  27. "Pathfinder #151: The Show Must Go On"
  28. ],
  29. "source_raw": [
  30. "Pathfinder #151: The Show Must Go On pg. 77"
  31. ],
  32. "source_category": "Adventure Paths",
  33. "source_group": "Extinction Curse",
  34. "source_markdown": "<row gap=\"tiny\">[Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 77</row>",
  35. "speed": {},
  36. "spoilers": "Extinction Curse",
  37. "summary": "This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While …",
  38. "summary_markdown": "This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While …",
  39. "text": "<title level=\"1\" right=\"Weapon 0\" pfs=\"Limited\" > Bladed Hoop May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 77 Price 2 gp, 5 sp Damage 1d6 S Bulk 1 Hands 0+ Category Advanced Group Knife --- This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop’s spinning and forces you to Release the hoop. You can’t spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling. Critical Specialization Effects Source Core Rulebook pg. 283 4.0 Certain feats, class features, weapon runes, 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. Click here for the full rules on Critical Specialization Effects. ",
  40. "trait": [
  41. "Finesse",
  42. "Sweep",
  43. "Two-Hand",
  44. "Uncommon"
  45. ],
  46. "trait_markdown": "[Finesse](/Traits.aspx?ID=179), [Sweep](/Traits.aspx?ID=194), [Two-Hand 1d8](/Traits.aspx?ID=198), [Uncommon](/Traits.aspx?ID=159)",
  47. "trait_raw": [
  48. "Finesse",
  49. "Sweep",
  50. "Two-Hand 1d8",
  51. "Uncommon"
  52. ],
  53. "type": "Weapon",
  54. "url": "/Weapons.aspx?ID=116",
  55. "weakness": {},
  56. "weapon_category": "Advanced",
  57. "weapon_group": "Knife",
  58. "weapon_group_markdown": "[Knife](/WeaponGroups.aspx?ID=9)",
  59. "weapon_type": "Melee"
  60. }