Ghost Charge (Lesser)Weapon 1
Source Pathfinder Player Core 2
Type Martial
Range 20 feet
Price 3 gp
Weight light
Activate A Strike
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.
A ghost charge deals 1d8 vitality damage and 1 vitality splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.
Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.
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.
AlchemicalAlchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
BombAn alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
ConsumableAn item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
SplashSome weapons and effects, such as alchemical bombs, have the splash trait. You don't add your Strength modifier to the damage roll for any thrown weapon with the splash trait (even if the item doesn't have the bomb trait). A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
VitalityEffects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.