Item: Polarizing Mace
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.
Related Items
| Name | Level | Rarity | Price | Damage |
|---|---|---|---|---|
| Sonic Tuning Mace | 9 | Common | 700 gp | 1d4 |
| Sonic Tuning Mace (Greater) | 13 | Common | 3000 gp | 1d4 |
| Light Mace | - | Common | 4 sp | 1d4 |
| Nightstick | - | Uncommon | 1 gp | 1d4 |
| Warmaster's Baton | 10 | Rare | 850 gp | 1d6 |
| Chaplain's Cudgel | 9 | Common | 650 gp | 1d6 |
| Wandmender | 9 | Common | 700 gp | 1d6 |
| General's Word | 14 | Uncommon | 4500 gp | 1d6 |
| Auspicious Scepter | 5 | Common | 150 gp | 1d6 |
| Black Scorpion Stingmace | 15 | Uncommon | 6250 gp | 1d6 |
| Warmaster's Baton (Greater) | 16 | Rare | 8500 gp | 1d6 |
| Battle Lute | - | Uncommon | 7 gp | 1d4 |
| Juggling Club | - | Uncommon | 1 sp | 1d4 |
| Mace | - | Common | 1 gp | 1d6 |
| Reinforced Wheels | - | Common | 5 sp | 1d4 |
| Accursed Staff (Greater) | 10 | Common | 900 gp | 1d4 |
| Drazmorg's Staff of All-Sight | 10 | Unique | 475 gp | 1d4 |
| Fanged Staff | 10 | Common | 925 gp | 1d4 |
| Fey Staff (Greater) | 10 | Common | 860 gp | 1d4 |
| Fluid Form Staff (Greater) | 10 | Common | 900 gp | 1d4 |