Item: Worldringer

TypeWeapon
Level5
Rarity
Uncommon
Base ItemKhakkhara
CategoryMartial
GroupClub
Damage1d6 bludgeoning
Price160 gp
UsageHeld in one hand
PublicationPathfinder Lost Omens Tian Xia Character Guide

This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one's presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it.

Activate—Chimes of Command 3 (manipulate)

Frequency once per day


Effect You call upon beings of this plane or another to hear your call. Choose Summon Lesser Servitor or Command. You Cast the chosen Spell at 1st rank (DC 19). When casting summon lesser servitor in this way, you must choose to summon a magical animal.


Trait Effects

Shove: You can use this weapon to Shove 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 as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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