Item: Soulpiercer

TypeWeapon
Level12
Rarity
Common
Base ItemRapier
CategoryMartial
GroupSword
Damage1d6 piercing
Price1900 gp
UsageHeld in one hand
PublicationPathfinder Lost Omens Cheliax, Infernal InheritanceRemaster

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.


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Storm Flash14Common4000 gp1d6
Azarim7Unique325 gp1d6
Final Stand17Unique0 cp1d6
Storm Flash (Greater)18Common21000 gp1d6
Protector's Final Gift5Rare150 gp1d6
Piereta20Unique0 cp1d6
Rapier-Common2 gp1d6
Soulcutter (Heroic)20Unique0 cp1d8
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Four-Ways Dogslicer12Uncommon1700 gp1d6
Blade of Four Energies13Common3000 gp1d6
Lion's Call10Uncommon900 gp1d6
Morning Glow14Unique4500 gp1d8
North Wind's Night Verse10Uncommon900 gp1d6
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