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Polarizing MaceWeapon 10


UncommonAgileFinesseShove
Source Pathfinder Treasure Vault (Remastered)
Damage 1d4 Bludgeoning
Type Simple
Price 950 gp
Weight light

Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end.

Activate 2 (concentrate, manipulate)

Frequency once per day

Requirements The wielder of a grounding spike is within 30 feet


Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity (DC 24 reflex).

Special The polarizing mace pairs with the Grounding Spike.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

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.

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.