Spectral Dagger
Feat 2
Source Pathfinder Lost Omens Shining Kingdoms
Prerequisites You have a hand free and aren't already wielding a spectral dagger.
By touching the splinter of finality in your neck, you conjure a Spectral Dagger into your hand that resembles the splinter wrapped in a crude hilt. This weapon acts like a +1 ghost touch dagger, and each successful Strike with it deals 1 additional spirit damage. If the attack is a critical hit, this damage increases to 1d6.
If the spectral dagger ever leaves your hand, it vanishes and you must spend an action to conjure it again. If this occurs as the result of you making a ranged thrown Strike with the dagger, you resolve the attack before the weapon vanishes.
You can increase the power of your spectral dagger with runes like you can other weapons, transferring the rune from a runestone or other weapon by meditating over the rune as a downtime activity that takes 1 day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchetypeThis feat belongs to an archetype.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.