Item: Boughshatter

TypeWeapon
Level13
Rarity
Uncommon
Base ItemMorningstar
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price2875 gp
UsageHeld in one hand
PublicationPathfinder #203: Shepherd of Decay

The spikes of this +2 greater striking standard-grade adamantine morningstar have a faintly green shimmer, as if resembling Ayrzul's crystalline teeth. The weapon vibrates briefly when first drawn in or carried into a radioactive area, with the intensity of the vibration correlating to the radioactivity's strength. While you carry Boughshatter, you gain a +4 status bonus to saving throws against radiation, including Ayrzul's Blight.


Activate—Splintering Strike 2 (manipulate)

Frequency Once per minute


Effect Make a Strike with the morningstar that deals an extra die of weapon damage. If you make this Strike against a fungus, plant, or creature with the wood trait, the Strike ignores 10 points of the target's resistances to bludgeoning and piercing damage, if any. By damaging such a creature, the morningstar causes the target's flesh to explode in a shower of splinters that affect a 30-foot cone originating from the target's space, dealing 8d6 piercing damage to creatures in the area (DC 30 Basic Reflex save). You and the target are unaffected by these splinters.


Activate—Absorb Corruption R (concentrate)

Frequency Once per day

Trigger You take poison or void damage;


Effect You channel some of the toxic energy into Boughshatter, granting the weapon the effects of either a Decaying weapon rune, Grievous weapon rune, or Wounding weapon rune for 1 minute. While under this effect, the morningstar glows with dim green light in a 20-foot radius.


Trait Effects

Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth. These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.

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.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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