Item: Blessed Lantern Flail

TypeWeapon
Level13
Rarity
Common
Base ItemFlail
CategoryMartial
GroupFlail
Damage1d6 bludgeoning
Price3000 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

This +2 striking holy flail doubles as both a hooded lantern and a bludgeoning weapon, giving off bright light in a 30-foot radius and dim light for the next 30 feet when wielded. The lantern's light can't be extinguished by non-magical means. It's said that an enlightened gravekeeper crafted the first blessed lantern flail.

Activate—Purge Unholy Magic 1 (concentrate)

Frequency once per 10 minutes


Effect You use the flail to temporarily disrupt an unholy spellcaster's connection to their magic. Make a melee Strike with the flail against an unholy creature with innate or prepared spells. If you hit and deal damage, the target must attempt a DC 31 Will save.


Critical Success The creature is otherwise unaffected.

Success Until the beginning of your next turn, the creature must succeed at a DC 5 Flat to Cast a Spell.

Failure As success, but the effect lasts for 1 minute.

Critical Failure As failure, but the DC of the flat check is 11.


Trait Effects

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Light: Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.


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