Item: Soulpiercer
The long, thin blade of this +2 astral striking low-grade silver rapier is fashioned from liquid quicksilver, magically frozen and tapered to a deadly point.
Activate—Extend 1 (concentrate)
Frequency once per 10 minutes
Effect You swing the soulpiercer in a wide arc, extending its quicksilver blade. Your Strikes with the soulpiercer have a reach of 15 feet until the end of your next turn.
Activate—Grant Mercy 2 (concentrate, manipulate)
Frequency once per day
Effect You cast a 5th-rank Phantom Pain (DC 28).
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.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
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.
Related Items
| Name | Level | Rarity | Price | Damage |
|---|---|---|---|---|
| Viper Rapier | 20 | Common | 70000 gp | 1d6 |
| Rime Foil | 11 | Uncommon | 1400 gp | 1d6 |
| Brilliant Rapier | 14 | Uncommon | 4500 gp | 1d6 |
| Castrovel's Beacon | 14 | Unique | 4500 gp | 1d6 |
| Storm Flash | 14 | Common | 4000 gp | 1d6 |
| Azarim | 7 | Unique | 325 gp | 1d6 |
| Final Stand | 17 | Unique | 0 cp | 1d6 |
| Storm Flash (Greater) | 18 | Common | 21000 gp | 1d6 |
| Protector's Final Gift | 5 | Rare | 150 gp | 1d6 |
| Piereta | 20 | Unique | 0 cp | 1d6 |
| Rapier | - | Common | 2 gp | 1d6 |
| Soulcutter (Heroic) | 20 | Unique | 0 cp | 1d8 |
| Tengu Gale Blade | - | Uncommon | 4 gp | 1d6 |
| Wakizashi | - | Uncommon | 1 gp | 1d4 |
| Four-Ways Dogslicer | 12 | Uncommon | 1700 gp | 1d6 |
| Blade of Four Energies | 13 | Common | 3000 gp | 1d6 |
| Lion's Call | 10 | Uncommon | 900 gp | 1d6 |
| Morning Glow | 14 | Unique | 4500 gp | 1d8 |
| North Wind's Night Verse | 10 | Uncommon | 900 gp | 1d6 |
| Blade of the Rabbit Prince | 15 | Rare | 6250 gp | 1d6 |