Cavalry Commander's Lance

Level 6225 gpWeaponBulk 2UncommonRemaster

1d8P·Martial·Spear·Two-handed

Runes +1, striking

This +1 striking lance bears a pennant that displays a standard, heraldry, or other symbols desired by its original creator. When mounted and wielding a cavalry commander's lance , you gain a +2 circumstance bonus to Diplomacy checks when interacting with anyone loyal to the nation or cause represented by your pennant's imagery.


Activate—Ride Them Down! (auditory, concentrate, linguistic)

Frequency once per day

Requirements Your last action was to Strike and inflict damage on a target with the cavalry commander's lance

Effect You shout a command to all mounted allies within 60 feet, granting them a +1 circumstance bonus on the next attack roll they make against the target you just damaged before the start of your next turn.

Effect: Ride Them Down!

Traits

Deadly d8

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.

Jousting 1d6

The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Critical Specialization (spear)

The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.