Item: Soulcutter

TypeWeapon
Level15
Rarity
Unique
CategoryMartial
GroupSword
Damage1d8 slashing
Price6500 gp
UsageHeld in two hands

This +2 greater striking astral elven curve blade was the treasured weapon of the Calistrian witch Silisifex, who played several key roles in reclaiming Kyonin from Tanglebriar when the elves returned to Golarion. Although a witch, her mesmerizing skill with the curved blade rivaled that of many soldiers. Her reasons for leaving Soulcutter behind in Kyonin before her final mission into Tanglebriar in an attempt to purify Deathstalk Tower are unknown.

As long as you carry Soulcutter, you gain its potency bonus as an item bonus to all saving throws against mental effects. This bonus increases by 2 against possession effects.


Activate—Soothe Souls 2 (concentrate, healing, manipulate, primal, vitality)

Frequency once per day

Effect You whirl Soulcutter in the air around you, rejuvenating the living within a @Template[type:emanation|distance:20] around you while castigating those in that area who have no place in nature. You can Sustain this activation for up to 1 minute. Living creatures that start their turn in the area regain 1d8 Hit Points, and any fiend or undead creature that starts its turn in the area takes 1d8 spirit damage.


Activate—Soulcutting Storm 2 (concentrate, manipulate, primal)

Frequency once per day

Effect You swing Soulcutter and cast a 7th-rank Weapon Storm to your specifications, but all damage caused by the spell is spirit damage. If used to damage a creature that's possessing another creature, this spell does no damage to the possessed creature.


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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