Item: Rod of Razors

TypeWeapon
Level15
Rarity
Rare
Base ItemHalberd
CategoryMartial
GroupPolearm
Damage1d10 piercing
Price1300 gp
UsageHeld in two hands
PublicationPathfinder Kingmaker

This ornate, polearm-like weapon appears to be a cross between a halberd and a strange scepter of alien design. The rod's blades are edged in adamantine, and its haft is surprisingly elastic and can be used to extend the item's reach in combat dynamically, as needed.

A rod of razors gains the effects of a +2 adamantine greater striking halberd, but these effects are high-tech in nature, not magical. You can't etch property runes onto a rod of razors. The rod of razors has a long-lasting internal power source that does not require recharging from batteries, but if the rod of razors becomes broken, its power supply grows unreliable. In such a case, each time the rod of razors is activated, the user must also succeed at a DC 5 Flat. Failure indicates that the rod's power supply fails and causes the rod to explode. This destroys the rod and causes 10d6 piercing damage and 10d6 slashing damage to the rod's wielder (DC 36 Basic Reflex). Additionally, if the rod is destroyed through other means, the rod's current wielder must make a successful DC 11 Flat to avoid having the rod explode in the same way. Stories of desperate people intentionally destroying a rod of razors as a last ditch attack have inadvertently given these Numearian weapons a poor reputation among certain circles in that nation, particularly with the Technic League, who regard those who fight with these weapons as fools.


Activate 1 Strike

Frequency six times per day

Effect You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly d10 and volley 30 feet traits. The flechette inflicts 3d8 piercing damage on a hit, and belongs to the dart weapon group. The flechette is an adamantine weapon.


Trait Effects

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.

Tech: _Note from Nethys: no description was provided for this trait_

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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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