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Nothing official, but I came up with homebrew rules for it since the published stuff was unfinished and it sounded interesting.
I've got it working like a modified Chinese paper yoyo. My version is normally indistinguishable from an relatively ordinary heavy mace but, by pushing a small button while making an overhand chop, the wielder can extend the weapon's shaft (actually a tightly coiled ribbon sheathe) to give it 10 feet of reach. A spring inside the ribbon shaft retracts the weapon as the wielder recoils his arm. The wielder can choose to activate the button as a swift action at any point in his turn but, after it is pressed, the weapon remains a reach weapon until he uses another swift action to lock the spring back into place. Furthermore, opponents who are unfamiliar (never seen it, never heard of it basically) with the weapon are treated as flat-footed the first time they are attacked with it at reach. After that, the opponent and any creatures who witnessed the attack are no longer subject to this effect.
My version of the weapon loses the Trip quality, but I figure the option to choose between close range and reach + the special flat-footed effect make up for it. Otherwise, it's 25gp, does 1d8 damage (for Medium) and weighs 10 lbs (I raised the price slightly since it sound like a fairly complex device.)

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I don't think it's allowed in PFS since there aren't official rules for it. As stated by SKR, its listing in Gnomes of Golarion is essentially a typo. It wasn't even addressed in Ultimate Equipment, and that or the Advanced Race Guide seemed like the best place to do it if they were going to make it official.

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It is legal for PFS as per the additional resources page. It functions as a one handed reach weapon, like the whip, however it only has a reach of 10 feet for small and medium characters.
As for flavor, I like to imagine them being like those party favors that are sticks with paper rolled up on one end that extend when you sing them, but made of metal instead.

JiCi |

My understanding:
Works normally as a regular heavy mace; becomes a one-handed flail with the reach and trip qualities as a swift action; becomes back a heavy mace as another swift action.
The reach works like spiked chain: normal reach, but with the ability to hit adjacent opponents.
Think about it: polearms are... kinda stiff; flails and chains are not.

JiCi |

Why would you ever have it in mace form then?
Couple reasons:
1) Concealment; having a reach weapon "hidden" is a pretty good strategy to surprise your opponents.2) Tripping; you can trip, but can your opponents if you fail.
3) TWF; unless you have 2 flickmaces, good TWFing someone with a flickmace and shortsword... when you can't reach the opponent with the sword. Even if it's unraveled, what's the point of the reach quality if you threaten the opponent with the short sword anyway?
4) Disarm; a reach weapon can be disarmed like any other... except that when it does, it lands further away from you than a non-reach weapon.
5) Enhancements; some of them might not work for reach weapons.
6) Feats; see enhancements above.

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So, it is the only One-Handed Reach weapon, that I don't need a feat tree to threaten with?
Correct.
Any assumptions people have about swift action this or that is still just an assumption, and therefor has no bearing in PFS.A weapon with reach given in the qualities and no stipulations in the description threatens at 10 feet for small and medium characters. Since the flickmace has no description, this is how the weapon functions in PFS unless an errata changes it.

JiCi |

blackbloodtroll wrote:So, it is the only One-Handed Reach weapon, that I don't need a feat tree to threaten with?Correct.
Any assumptions people have about swift action this or that is still just an assumption, and therefor has no bearing in PFS.
A weapon with reach given in the qualities and no stipulations in the description threatens at 10 feet for small and medium characters. Since the flickmace has no description, this is how the weapon functions in PFS unless an errata changes it.
I know that the whip needs a feat or two to threaten reach, same goes with polearms... but if you don't need a feat to threaten reach with a spiked chain, pretty sure you don't need one for the flickmace.

Nardoz Zardoz |
I swear I've read somewhere that "reach weapons" only grant reach if appropriately sized, but I'm not seeing in the CRB. Maybe someone answered this on the forums already?
There are some alternatives if you really one a one-handed reach weapon. The Spine Flail from pathfinder #63 is a onehanded reach weapon that can still hit adjacent targets. There is also the Dorn Dergar weapon, which requires a number of feats to use effectively.
If you are okay with a two-handed weapon, the Rod of Razors from pf#35 functions as a Halberd that can hit adjacent targets, but also functions as a longbow (a keen longbow at that, never mind that ranged weapons can't have the keen property).

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If you are okay with a two-handed weapon, the Rod of Razors from pf#35 functions as a Halberd that can hit adjacent targets, but also functions as a longbow (a keen longbow at that, never mind that ranged weapons can't have the keen property).
It also costs a mere 65,000 gp. Which might be a bit of a barrier.

Sanjiv |

Apparently there are rules for creating weapons in the Weapon Master's Handbook, and the sample weapons using that system include a gnome flick mace.
[url]http://www.d20pfsrd.com/equipment---final/weapons[/url]
Gnome Flick-Mace
The innovation behind a gnome flick-mace, which has an ordinary mace head, lies within its spring-loaded haft and protruding handles. When the mace is compressed, removing the handles instantly springs the mace to its full size. While it is extended, a quick flick of the wrist allows the weapon to be compressed.
Price 54 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d12; Damage (S) 1d10; Critical ×2; Weapon Group polearms; Weight 12 lbs.
QUALITIES
Additional DP (3), improved damage (5), spring-loaded (2), traditional (gnome) (1), weapon feature (reach) (1)