Item: Stoneraiser Javelin
This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies.
Activate A Interact
Frequency once per day
Effect You hurl the stoneraiser javelin at an unoccupied space within 30 feet.
The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. The stalagmites are 10 feet tall.
Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain. A creature takes 4d4 piercing damage for every move action it takes that enters at least one of the affected spaces.
Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. The stalagmites crumble to dust after 1 minute.
Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take 4d4 piercing damage.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage and is knocked prone.
Trait Effects
Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth. These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
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.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
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.
Dart: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Javelin | - | Common | 1d6 |
| Hardened Harrow Deck | 14 | Rare | 1d4 |
| Dart | - | Common | 1d4 |
| Boughshatter | 13 | Uncommon | 1d6 |
| Stiletto Pen | 1 | Uncommon | 1d4 |
| Atlatl | - | Common | 1d6 |
| Blowgun | - | Common | 1- |
| Beast Staff (Greater) | 11 | Common | 1d4 |
| Gloaming Shard | 11 | Common | 1d4 |
| Lionfish Spear | 11 | Common | 1d6 |
| Nightmare Cudgel | 11 | Uncommon | 1d6 |
| Scalding Gauntlets | 11 | Common | 1d4 |
| Spellstriker Staff (Greater) | 11 | Common | 1d4 |
| Spy Staff (Greater) | 11 | Uncommon | 1d4 |
| Staff of Nature's Cunning (Greater) | 11 | Common | 1d4 |
| Zombie Staff (Greater) | 11 | Common | 1d4 |
| Accursed Staff (Greater) | 10 | Common | 1d4 |
| Animal Staff (Major) | 12 | Common | 1d4 |
| Arboreal Staff | 12 | Rare | 1d4 |
| Atmospheric Staff (Greater) | 12 | Uncommon | 1d4 |