A disorienting burst weapon functions as a disorienting weapon that also grants a greater circumstance penalty upon striking a successful critical hit. Instead of the penalty from the disorienting ability, a disorienting burst weapon inflicts a -6 circumstance penalty to initiative, attack rolls, Acrobatics, Fly, Perception, and Swim checks, Also when you move roll 1d8 to randomly determine the actual direction you travel. If the weapon’s critical multiplier is ×3, increase this penalty to -7, and if the multiplier is ×4, increase this penalty to -8. Even if the disorienting ability is not active, the weapon still inflicts the circumstance penalty on a successful critical hit.
101 Magical Weapon Properties. Copyright 2010 Steven D. Russell. All rights reserved.