Item: Rime Foil

TypeWeapon
Level11
Rarity
Uncommon
Base ItemRapier
CategoryMartial
GroupSword
Damage1d6 piercing
Price1400 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)Remaster

The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand.

Activate 2 (concentrate, manipulate)

Frequency once per day

Requirements You hit a creature using the rime foil as your last action


Effect You cast 5th-rank Phantom Prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead DC 24 Will.


Special The rime foil pairs with the Shattered Plan.


Trait Effects

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.

Disarm: You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

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.


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.

Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.


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