
Dox of the ParaDox twins |

Hi, I want help balancing this weapon.
Buzzaxe one handed exotic weapon, price 100gp. Dmg 2d4(s) Dmg 1d12(m) crit x4 range 20ft (thrown) weight 10lbs type slashing
The buzzaxe has a small trigger that can be pressed as a swift action causing the blade to spin for one round. While spinning it does piercing and slashing damage and a crit range of 19-20 x4

Java Man |

So this has a higher dmg die tha any other one handed exotic, can ve thrown, and with the swift trigger has the best crit profile of any weapon, exotic or other, by a 50% margin.
If you want to balance it, both damage and crit profile have to come down.
I would start by looking at a chakram. Now compare a long sword or scimitar to katanna or falcata, look at the increase in stats from going martial to exotic. Scale up from chakram by that much.

Java Man |

While spinning it is striclty superior to a bastard sword or dwarven waraxe. I am lookimg at balance on the assumption that it will always be spining, characters without the swift to spare would likely choose something else. A heavy pick bumped up in the typical martial to exotic pattern would ve d8 x4, and not throwable. In my campaign I would let it go at d8x3 or x4 spinning. Figure the swift to boost is an okay trade for throwable.

Dox of the ParaDox twins |

You're handing a player an item that has a 10% chance to quadruple their damage on any given attack. Consider that.
Okay so not 19-20 x4 just a boost to x4 while spinning. I hadn't considered the possibility of 32 damage without modifiers 10% of the time...hmm
Okay so without that how does it look?
Dox of the ParaDox twins |

Sweet, so can I call this my final build?
Buzzaxe one handed exotic weapon, price 100gp. Dmg 1d6(s) Dmg 1d8(m) crit x3 range 20ft (thrown) weight 10lbs type slashing
The buzzards has a small trigger that can be pressed as a swift action causing the blade to spin for one round, while spinning the buzzards deals slashing and piercing damage. The crit is increased to x4. And you take a -1 to attack roles due to the spinning of the blade

My Self |
Instead of 1-handed, perhaps 2-handed?
A higher damage die is fine if it's 2-handed.
Here's a possibility: Why not a Standard (or maybe Move) action to make it have special properties for the next round? Standard (and sometimes Move) actions spent usually reduce the number of attacks you will make a round, thus justifying a more dramatic damage buff.
Alternatively, you could have it run off some rare or valuable fuel or ammo source, similar to the Chainsaw in the Tech guide.
There's also the Weapon Master's Handbook weapon design thing, and Lemmy's weapon system. Take a look.

Firewarrior44 |

This document is pretty useful for building custom weapons that are in-line with existing ones

Dox of the ParaDox twins |

That can be hand-waived as the swift action to pump a lever. It's already a 100gp, so paying further for fuel would probably add too much bookkeeping for no real reason. It's also not really magical.
Yeah, I could post the full flavor text if y'all want but I didn't want to clutter my post. I figured the 100gp would be fine

Cyrad RPG Superstar Season 9 Top 16 |

I think it should be a move action at best. Even as a swift action, doubling your crit range for free on a x4 critical modifier weapon is crazy good. Especially for a weapon that has a better damage dice than all of the other core one-handed exotic weapons. Its damage dice really should be no greater than 1d8 -- maybe a 1d10 if you remove the range increment.