Item: Storm Herald

TypeWeapon
Level12
Rarity
Uncommon
Base ItemFighting Fan
CategoryMartial
GroupKnife
Damage1d4 slashing
Price2000 gp
UsageHeld in one hand
PublicationPathfinder Howl of the Wild

This iridescent, black +2 striking Shock Thundering fighting fan is crafted from the crackling feathers of thunderbirds to resemble one of the beast's mighty wings. Channeling the avian's tempestuous nature, you are surrounded by a stormy shell of wind and electricity while wielding a storm herald, granting you resistance 5 to electricity and sonic damage.


Activate—Call the Storm 2 (concentrate, magical, manipulate)

Frequency once per day

Effect You channel the full might of a storm with you as its epicenter. All creatures within 30 feet take 3d10 electricity damage and 3d10 sonic damage (DC 30 Basic Reflex save).


Craft Requirements The initial raw materials must include feathers from a thunderbird.


Trait Effects

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Backstabber: When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a _+3 weapon_.

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.

Electricity: Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.

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.

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.

Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

Sonic: An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.


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.

Knife: 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.


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