Velcro Zipper |
I like to imagine it operates like this, but you're right. There are no official rules for the thing. I did manage to find this in the messageboards:
It got cut for space when the body text ran long, but it remains in the table like an evil, gnome ghost. IIRC it was a mace with a built-in spring, allowing you to use an action to change it from a normal mace to a reach weapon.
Given that description, you could probably jury-rig some rules for it. Maybe make it a swift action to activate the spring but a move action to retract the shaft. Given its weight, you probably need two hands to swing it while extended. On the other hand, most of its weight might be distributed to the handle so you can swing it with one hand while in Reach mode. In that case, the damage is probably coming from the increased speed of the swing. For fun, I might even go so far as to say you can use the spring to bull rush an enemy of up to your size without leaving your square. Perhaps people without the Exotic Weapon Proficiency could still make use of the Flickmace's basic application two-handed, while proficient users could swing it one-handed in both configurations and use the bull rush feature?
Considering Gnomes of Golarion has been out for over a year and we still don't have an answer, I'd say it's really up to you.
Sanjiv |
bumpity. Any thoughts on this? Or an update?
I've often flicked things at range (i.e. a belt), and I guess a heavier object would be able to be flicked in the same manner if there was some elasticity built into it (i.e. if there were springs between the solid segments). So I have no problem running the weapon as it appears in the table--attacking at range, but not in adjacent squares. That's how long spears work too, right? Except the weapon would probably be used more like a heavy whip.
Given that design image, though, it does seem to fit that the weapon should be able to be compressed and secured into a normal mace, and used as a normal melee weapon.
So what stats or constraints would be fair?
1) same damage for ranged and melee modes?
2) swift action to transition to ranged mode?
3) full round action to transition to melee mode? Or is that too expensive?