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Exotic Two-Handed Melee
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The Stylet Bonespear is a thin lance made of bone with a slit end which is shaped like a syringe, the inside hollow with channels running up the edges and out to "exhaust ports" along the sides. When striking the opponent, it may dig deep and strike a major blood vessel, allowing the body's own blood pressure to pump its lifeblood up through the spear and outside the body, dealing grievous damage.
A stylet bonespear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a stylet bonespear against a charge, you deal double damage on a successful hit against a charging character. A stylet bonespear is considered any spear (shortspear, spear, longspear, and the like) for the purpose of feats and class features which apply to them.
As long as you have the appropriate proficiency, this weapon gains several benefits which are based on your BAB. As you become a more skilled warrior, so too do you learn to use this weapon to greater effect. All benefits function only on creatures with blood, even if they are immune to critical hits (so a critical on a vampire would deal +2d6 damage, but the vampire remains immune to the Con damage and x4 damage from a critical.)
+1 BAB: On a critical hit, you deal an additional 2d6 damage.
+5 BAB: On a critical hit you may forgo the additional damage bonus and instead deal 1 Con damage.
+10 BAB: You may ignore up to 25% fortification (immunity is treated as 100% fortification). This only permits you to make a critical hit, and does not allow you to sneak attack creatures which can not be sneak attacked.
+15 BAB: You no longer need to forgo the bonus damage on a critical hit, and your critical hits now deal 2 Con damage.
+20 BAB: You may ignore up to 50% fortification, with the same limitations as before.
+25 BAB: Your critical hits now deal 1d4+1 Con damage on a critical hit.
+30 BAB: You may ignore up to 75% fortification, with the same limitations as before.