Item: Freedom's Flame

TypeWeapon
Level21
Rarity
Unique
Base ItemMorningstar
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price-
UsageHeld in one hand
PublicationPathfinder War of ImmortalsRemaster

This +4 major striking holy morningstar is made of wood and adorned with golden flames traced along its haft and head. It has the razing trait, and it ignores the Hardness of structures used to hold those you feel are being unjustly imprisoned (subject to the GM's discretion).


Activate—Break Free 2 (concentrate, manipulate)

Effect Spend a Mythic Point; Freedom's Flame blazes with a rose-red light, creating a beacon of spiritual strength. Any creature within 120 feet that's currently under a compulsion or control effect can immediately attempt a new saving throw to break free of the effect, with a +3 status bonus.


Activate—Holy Retribution F (concentrate, divine)

Trigger Your previous action was to use Freedom's Flame to Strike a foe you have witnessed use a compulsion or control effect on an ally within the past hour

Frequency once per day

Effect Spend a Mythic Point; your blow is empowered by the righteousness of Milani. The target's holy weakness is triggered again or, if the target doesn't have a holy weakness, it takes 15 spirit damage.


Destruction Freedom's Flame is sliced in two if struck by a Final Blade that has been anointed with Unholy Water created by a level 20 unholy creature.


Trait Effects

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

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.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Razing: Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.

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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