🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Guiding StarknifeWeapon 7


Agile​DeadlyD6​Divine​Finesse​Thrown20​VersatileS​
Source Pathfinder Impossible Magic
Damage 1d4 Piercing
Type Martial
Price 325 gp
Weight light

This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast a Spell and deal damage, your next attack before the end of your turn with this starknife ignores standard and lesser cover.

Activate—Points of Light r (concentrate, spirit)

Frequency once per 10 minutes

Trigger You successfully Strike a creature with a thrown Strike with the guiding starknife


Effect The guiding starknife's blades detach, form into darts of starlight, and deal 4[piercing],1d4 spirit damage to the creature you just hit. This damage increases to 6[piercing],1d4 spirit with a greater striking rune and to 8[piercing],1d4 spirit with a major striking rune. The guiding starknife then re-forms and returns to your hand. Until the start of your next turn, the damaged creature is outlined with soft light and can't gain the effects of concealment.

Traits

Common

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.

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.

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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Finesse

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Thrown

You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.

Versatile

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.