Gravedigger's Call

Level 121,700 gpWeaponBulk 2CommonRemaster

1d8S·Martial·Polearm·Two-handed

Runes +2, striking, decaying

This rusted shovel functions as a +2 striking decaying glaive when wielded as a weapon, but it more closely resembles a neglected tool. Its haft was carved from the trunk of a long-dead tree that once grew among the broken stones of an abandoned cemetery, and its blade was forged from shattered remnants of the armor that failed to protect those buried there. When you carry or wield a gravedigger's call , you gain a +1 item bonus to Perception checks to Seek haunts and to skill checks to determine the reasons for a haunt or spirit's existence.


Activate—Call the Fallen ◆◆ (concentrate, manipulate)

Frequency once per day

Effect You cast Rouse Skeletons as a 5th-rank occult spell. The DC is 30.


Craft Requirements Supply one casting of rouse skeletons (5th rank).

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.

Forceful

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

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.

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.

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 (polearm)

The target is moved 5 feet in a direction of your choice. This is forced movement.