Item: Phase Spike

TypeWeapon
Level10
Rarity
Uncommon
Base ItemSpear
CategorySimple
GroupSpear
Damage1d6 piercing
Price900 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

The head of this +1 striking astral spear is partially translucent. Thieves and battlefield spellcasters favor it for its ability to pierce magical barriers and temporarily disable enchanted objects. A creature that has Raised its Shield (or similar ability) takes a –1 circumstance penalty to its AC against attacks from a phase spike.

Activate—Incorporeal Stride 2 (concentrate)

Frequency once per day


Effect You focus on the head of the spear and channel its properties into your form. You Stride up to your Speed. You can move easily through solid objects and creatures during this movement, but you can't end this movement within a solid object or in a creature's space. You also gain resistance 10 to all damage during this Stride (except force or spirit damage and damage caused by a ghost touch rune); double this resistance against non-magical damage.


Trait Effects

Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

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.


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.

Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.


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