Item: Hell's Judgment

TypeWeapon
Level16
Rarity
Uncommon
Base ItemGuisarme
CategoryMartial
GroupPolearm
Damage1d10 slashing
Price10000 gp
UsageHeld in two hands
PublicationPathfinder Battlecry!

Access A character who is a member of the Hellknights has access to this weapon.


These massive +2 flaming greater striking guisarmes are bestowed only upon the most loyal and renowned Hellknight paravicars, especially those who have distinguished themselves in the service of the strict laws of the organization.


Activate—Flames of Phlegethon 2 (concentrate, divine, manipulate, unholy)

Frequency once per day

Effect You strike the ground with your axe, tearing open a one-way rift to the fourth layer of Hell in a 30-foot type:line that spews a curtain of hellfire. All creatures in the area take 6d6 fire damage and 6d6 spirit damage (DC 37 Basic Reflex save) before the rift vanishes.


Trait Effects

Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.

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.

Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

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.

Polearm: Move the target 5 feet in a direction of your choice. This is forced movement.


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