Item: Polarizing Mace

TypeWeapon
Level10
Rarity
Uncommon
Base ItemLight Mace
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price950 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end.

Activate 2 (concentrate, manipulate)

Frequency once per day

Requirements The wielder of a grounding spike is within 30 feet


Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity (DC 24 Basic Reflex).

Special The polarizing mace pairs with the Grounding Spike.


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.

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.

Shove: You can use this weapon to Shove 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 Shove 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.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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