Item: Brilliant Rapier
This +2 brilliant greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile spirit or vitality trait.
Trait Effects
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a _greater striking rune_ and three dice if the weapon has a _major striking rune_. For instance, a rapier with a _greater striking rune_ deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
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.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Good: Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment.
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.
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.
Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Azarim | 7 | Unique | 1d6 |
| Castrovel's Beacon | 14 | Unique | 1d6 |
| Storm Flash | 14 | Common | 1d6 |
| Final Stand | 17 | Unique | 1d6 |
| Rime Foil | 11 | Uncommon | 1d6 |
| Storm Flash (Greater) | 18 | Common | 1d6 |
| Piereta | 20 | Unique | 1d6 |
| Viper Rapier | 20 | Common | 1d6 |
| Protector's Final Gift | 5 | Rare | 1d6 |
| Rapier | - | Common | 1d6 |
| Celestial Peachwood Sword | 17 | Rare | 1d6 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Tengu Gale Blade | - | Uncommon | 1d6 |
| Wakizashi | - | Uncommon | 1d4 |
| Chalice of Justice | 14 | Uncommon | 1d8 |
| Morning Glow | 14 | Unique | 1d8 |
| Songbird's Brush | 14 | Rare | 1d8 |
| Blade of Four Energies | 13 | Common | 1d6 |
| Blade of the Rabbit Prince | 15 | Rare | 1d6 |
| Radiant Lance | 15 | Uncommon | 1d8 |