Item: Guiding Starknife

TypeWeapon
Level7
Rarity
Common
Base ItemStarknife
CategoryMartial
GroupKnife
Damage1d4 piercing
Price325 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast a Spell and deal damage, your next attack before the end of your turn with this starknife ignores standard and lesser cover.

Activate—Points of Light R (concentrate, spirit)

Frequency once per 10 minutes

Trigger You successfully Strike a creature with a thrown Strike with the guiding starknife


Effect The guiding starknife's blades detach, form into darts of starlight, and deal 4 piercing and 1d4 spirit damage to the creature you just hit. This damage increases to 6 piercing and 1d4 spirit with a greater striking rune and to 8 piercing and 1d4 spirit with a major striking rune. The guiding starknife then re-forms and returns to your hand. Until the start of your next turn, the damaged creature is outlined with soft light and can't gain the effects of concealment.


Trait Effects

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

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.

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

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.

Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.

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.

Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.


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